In the past weeks I’ve learned two things about Open Legend.
Feat points are very limited (as they should be because feats are powerful)
Pretty much any build works absolutely fine if the distribution of attribute and feat points is not entirely random (again, all working fine).
I was thinking about flaws and how they tend to make for a more interesting character and story.
So despite the points I’ve mentioned I want to play with the concept of Anti-Feats/Weaknesses/Drawbacks. These would be taken like feats or maybe even forced upon a player by the GM (although this should be rare and most often temporary).
The idea is to introduce a glaring weakspot or incapability in exchange for a small amount of feat points. Because of the strength of feat points it should be rather expensive. The difference to Flaws would be that these are mechanical in nature rather than roleplay-related and can’t be “turned on/off” as Flaws can.
So I came up with two examples:
Energy Vulnerability (I-II)
Reward: 1 point
Tier 1-2: None
Description: Wether due to your physiology, a phobia or even a curse, a certain type of energy is more effective against you. Maybe you’re an ice elemental that melts in fire, a robot prone to overloading when faced with electricity or you have perpetually burning hair and just got it done only to be ruined by an icy blast.
Effect: Choose from the following energy types: fire, cold, lightning, acid, poison, or another at the GM’s discretion. When you are attacked with that energy type, your defenses are reduced for the attack as follows:
Tier 1 - Your defense scores are decreased by 4 against the chosen energy type.
Tier 2 - Your defense scores are decreased by 8 against the chosen energy type.
Special: In addition to purchasing multiple tiers of this drawback, you may take this drawback multiple times and select a new energy type each time, but only at the GM’s discretion. GMs are reminded that taking a lot of drawbacks can make for a very unbalanced character.
Reward: 1 point
Tier 1: None
Description: Some Banes have a greater impact on you. Maybe you easily panic when you’re not in control of your mind or have two left feet when it comes to moving while impaired.
Effect: Choose one of your defense scores. Whenever a bane is inflicted via that defense you have disadvantage on resist rolls against that bane.
Special: You can take this drawback more than once, choosing a different defense score each time.
The resilient feat and this drawback cancel out when both are applicable.
Effect: Choose one bane. Whenever you are attacked with that bane, your respective defense score is considered to be 5 lower and you always have disadvantage on resist rolls against that bane.
You suffer disadvantage 1 when inflicting that bane yourself because of your aversion to it.
Special: Your GM might rule that certain Banes are not eligible to be taken with this drawback.
This drawback makes the resilient feat not work for the chosen bane, so that resist rolls still suffer disadvantage even with the resilient feat.
You can only take this drawback once.
I’m not too sure about the second one, especially the alternative version might lead to shenanigans, which is why the Special section is there and why you can only take this one once.
In general I would limit the amount of either Drawbacks or amount of feat points that can be earned via Drawbacks per character if I were to allow these at all.
Tell me what you think!
Do you think these are too strong? Too weak? What would you limit players to?