02-17-2021, 07:22 PM
These should be 'only negative' to prevent there being an epidemic of certain traits, or mechanical favourability of others. I would also like to see traits that are expressly negative, be always available and never take an unlock point to aquire- Allowing for players who utilised all their trait points to still buy into the feature.
-Diseases, these would help add to world building if done right, and could sell the Mercalan is not a catch all treatment that it is described as in lore. These could, for instance, increase poison damage or reduce specific stats; though the more original / less mechanical the effects the better.
-Physical disabilities / Limb loss. These could offer narrative permanence and could assist players in selling their characters better. Little things like missing fingers adding a small but direct loss to skill and strength, to missing an arm - Permanently removing two-handers / steady's effects until a followup trait is taken (Such as a prosthetic arm). The more indepth a feature like this, the more I feel players would be able to derive. The currently existing injury system is far too shallow, and even more temporary, often serving more as a grinding inconvenience than an actual mechanic imo.
-Curses. Cursed blood was an interesting addition, and it's interactions with ghost especially was an honestly nice tie in to the thematics of the class. I would like to see this expanded on, with more permanent cursed and hexed traits that could offer Hexer some fluff / fantasy power, and contribute to overall worldbuilding.
-Divine punishment. God specific traits that relate to the god offended, say an adventurer desecrated a shrine or did not follow Kaelenesian customs. It would help to bring relevance back to most gods, rather than them being a purely mechanical entity as they are now. Offending Glycon could result in HP regen being negated and being prone to disease, whereas Zera could make a person anxious, and being more prone to being critically hit, for rough examples.
-Age as a trait, allowing players to decide when their characters 'Peak' and when they start to decline.
These are just some spitball ideas, and I'd love to hear more.
-Diseases, these would help add to world building if done right, and could sell the Mercalan is not a catch all treatment that it is described as in lore. These could, for instance, increase poison damage or reduce specific stats; though the more original / less mechanical the effects the better.
-Physical disabilities / Limb loss. These could offer narrative permanence and could assist players in selling their characters better. Little things like missing fingers adding a small but direct loss to skill and strength, to missing an arm - Permanently removing two-handers / steady's effects until a followup trait is taken (Such as a prosthetic arm). The more indepth a feature like this, the more I feel players would be able to derive. The currently existing injury system is far too shallow, and even more temporary, often serving more as a grinding inconvenience than an actual mechanic imo.
-Curses. Cursed blood was an interesting addition, and it's interactions with ghost especially was an honestly nice tie in to the thematics of the class. I would like to see this expanded on, with more permanent cursed and hexed traits that could offer Hexer some fluff / fantasy power, and contribute to overall worldbuilding.
-Divine punishment. God specific traits that relate to the god offended, say an adventurer desecrated a shrine or did not follow Kaelenesian customs. It would help to bring relevance back to most gods, rather than them being a purely mechanical entity as they are now. Offending Glycon could result in HP regen being negated and being prone to disease, whereas Zera could make a person anxious, and being more prone to being critically hit, for rough examples.
-Age as a trait, allowing players to decide when their characters 'Peak' and when they start to decline.
These are just some spitball ideas, and I'd love to hear more.