weaknesses
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| - | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]] | ||
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| - | ====== Weaknesses ====== | ||
| - | If a character can have skills, can they also have anti-skills? | ||
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| - | But weaknesses aren’t just limited to the lack of ability in a non-proficient skill. It could be fears, qualms, or something else that can severely limit a character in a certain way. All of these are, of course, at the discretion of the GM. | ||
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| - | Why take weaknesses at all? Adding a weakness not only gives your character… well… character, but there are two other reasons why a player might choose to give their character a weakness. | ||
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| - | First it also might be required by certain very powerful skills like regeneration((In most literature, the regenerative powers of werewolves, vampires, and other creatures have to be counterbalanced by one or more weaknesses to keep them from easily taking over everything.)). | ||
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| - | If it isn't counterbalancing the strength of another skill, the weakness will be counterbalanced itself by adding an extra skill point at the beginning of the game to be used on any other skill. Extra skill points at the beginning of a game could mean the difference between building the character you really want and building someone that’s pretty much the same as everyone else. | ||
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| - | But be warned. Almost any weakness, even the most benign ones, can often be exploited by a savvy GM, so players should think twice about taking on too many weaknesses, even if they think they might be getting away with something for nothing. Either way, though, a character should never be allowed more than three weaknesses. | ||
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| - | And for the purposes of Dice Mob, weaknesses can never be overcome. A character has it for life, so hopefully they can learn to live with it. | ||
weaknesses.1567348018.txt.gz · Last modified: by dungeonmaster
