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Acit Cratna
2014-05-14, 11:12 AM
Hey everyone.
I'm looking at a bunch of homebrewed Flaws,

http://www.dandwiki.com/wiki/3.5e_Flaws

I think it'd be interesting to play a Paranoid character. Or a conspiracy theorist or something. But the Paranoia flaw seems to have been removed?

http://www.dandwiki.com/wiki/Paranoia_(DnD_Flaw)

Anyone have any idea on what the old Paranoia Flaw entailed? Or perhaps we can start the discussion here on the sorts of things this could cause for a character?
And I'm speaking strictly numerical causes here, not necessarily roleplaying effects.
Example, possibly, -2 to Sense Motive checks because you have trouble trusting people? Or maybe that'd be a +2? Because you *Always* distrust them?

sideswipe
2014-05-14, 11:19 AM
it would be -4 to 2 skills as that is the same strength of flaw as the existing flaw in unearthed arcana.

flaw amounts are -
-2 to a stat
-3 to a save
-6 to a misc combat thing (e.g. initiative)
-4 to 2 skills (spot and listen)
-2 to physical checks (str,dex,con) and all skills involving them (you could make this int cha and wis).
-1 hp/lvl
-1 ac
-2 to a type of attack (ranged,melee)
half your move speed.

so, the paranoid flaw would say -4 to sense motive checks and diplomacy checks.

Yanisa
2014-05-14, 11:28 AM
Like sideswipe said the paranoia flaw (http://dnd-wiki.org/wiki/Paranoia_%283.5e_Flaw%29) has -4 diplomacy and -4 sense motive. This is the most recent one. You can find the old one in the way-back machine: here (https://web.archive.org/web/20090714154307/http://www.dandwiki.com/wiki/Paranoia_%28DnD_Flaw%29) which gave -4 diplomacy and -4 intimidate. It's the same author, so I guess he changed it later from a penalty to intimidate to one on sense motive.

Edit: And here is the prove (http://dnd-wiki.org/wiki/Talk:Paranoia_%283.5e_Flaw%29) it got changed. :smalltongue:

Acit Cratna
2014-05-14, 11:58 AM
Alright Thanks!
Time to make my Conspiracy Theorist Gnome!