Talk:Quiet Type (3.5e Trait)

Not Changing This
By the logic presented, Silent Bob and other character that inspired this feat were never significant in role playing or stories. "blah blah blah" she said is not the sole item in role play; dialogue alone does not a character make. Quiet character can and should exist in games, and would exist even without this trait. All this trait does is reward such roles.--Change=Chaos. Period. SC 23:34, 21 February 2012 (UTC)


 * The problem with this trait is with the first option, the player is literally unable to speak after they expend their single usage per day. This is much different from a player willingly playing a "quiet person" because such a character can still speak when they need to. You say that this helps roleplaying stories by rewarding certain characteristics, but all it really does is stifle a player. You completely misunderstand the logic I presented. I'm saying that by adding rigid rules for how often you can talk, you are limiting the way a deep character could interact. If something were significant enough to compel them to speak freely, they cannot. Which is stupid.
 * You also completely ignored the second point about tracking usages across a week. Dungeons and Bookkeeping is not a fun game.
 * And one thing I didn't even mention: this trait is easily ignored by a cursed item: Medallion of Thought Projection. --Aarnott 15:51, 22 February 2012 (UTC)
 * ... You do realize that people CHOOSE traits, right? And the Quiet Type is already an established and decidely awesome character archtype. For example, who the hell would ever be Jay if they could be Silent Bob instead?
 * More to the point, people only choose traits if they WANT to play them, thus the only people who would choose this trait are already people commited to not speaking in the first place. Thus, it rewards a chosen character type and reinforces playing that role.--Change=Chaos. Period. SC 19:29, 22 February 2012 (UTC)


 * It's a straightjacket, not an option in this case. Maybe since I haven't seen Jay and Silent Bob I may not understand this correctly. The way I see it, you could easily offer some sort of minor "breaking character" penalty so that players aren't tied to some poor decision they made when they built what they thought would be a fun character to play. The second option, if it didn't track things in a weekly way (Dungeons and Bookkeeping = unfun), is actually a good way to do it.
 * Also, stop focusing only on my first point. The other points also stand. --Aarnott 19:47, 22 February 2012 (UTC)
 * And has been changed, in case you were not paying attention. Next session of bitching please.--Change=Chaos. Period. SC 20:20, 22 February 2012 (UTC)


 * I missed your edit (obviously). Tracking it in a daily way is a bit better, but still suffers from the same bookkeeping issues. I understand you want to make it worse and worse the more they talk. Maybe there is a better solution? Off the top of my head: Speaking too frequently makes you really uncomfortable. Whenever you speak a sentence, for the next hour, you feel really uncomfortable about speaking another sentence. If you do, you take a -3 penalty to all charisma-based skill checks, DCs of spells, (and whatever else you want) for one hour. This duration is reset if you say anything during this time.
 * No straightjacket, a clearer penalty than "a penalty to all actions that require speaking" (spell DCs included? That's unclear wording if so), and the penalty is pretty severe, but doesn't go way out of hand. That solution also is much easier to track (tracking a boolean instead of an integer is WAY easier).
 * You could then have the first trait option do the same thing, except have a 1 day cooldown instead. What are your thoughts? --Aarnott 20:46, 22 February 2012 (UTC)
 * I like the propsed changes for the second type. As for the first, I don't think it quite balances the ability that the one insight provides, but I also think the extra hitpoints are simulataneously overpowered and useless. BRB--Change=Chaos. Period. SC 22:21, 22 February 2012 (UTC)
 * And done. Type II changes implemented and Single Insight now otherwise forces a visual component to otherwise verbal skills.--Change=Chaos. Period. SC 22:27, 22 February 2012 (UTC)


 * Much better. I can live with the first type as well. I don't think it is great design (as I noted it is sorta a straightjacket), but the second option is now actually something I'd even consider playing a character with :). --Aarnott 22:41, 22 February 2012 (UTC)