I realise I'm a little late to the party on this reply, but I've explained this before to some people so I'll explain it again:
That’s easy: Traits are inherently unbalanced.
The problem with Traits (and this applied to the Guard Doctrine system from 3rd Ed as well) is that it allowed you to gain benefits for free with no real downsides.
Guard Doctrines took away your ability to take Priests, Sanctioned Psykers, Enginseers, Ratlings, Ogryn and Rough Riders. Other than Rough Riders, no one used these units, so you weren’t really losing anything.
All my Infantry can get +1 Initiative for free just by standing in formation, and to get that all I need to do is not take any of the units I wasn’t going to take in the first place? Sign me up!!!
The same applied to Traits. You had to balance up-side traits with down-side traits, so you just took the “No Allies” down-side – and if you weren’t planning on taking allies then this isn’t a down-side. Or the one that limits
FA... not a big deal if you weren’t going to take any. It even applied to Night Lords/Iron Warriors in the 3.5 Chaos ‘Dex – I wasn’t planning on taking an
FA choices, so I’ll gladly give them up to get an extra
HS slot... except I’m not really giving anything up, am I?
I get what they were trying to do with Traits and Doctrines, but they didn’t work because the things you gave up weren’t actual sacrifices. There was no balance. You often got a bonus and suffered no consequences at all.
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Reecius wrote:http://www.frontlinegaming.org/2013/05/28/rumors-space-marines-genestealer-cults-and-forge-world-oh-my/
FW has a "CEO"?