New answers tagged

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The Heroic method of rolling characters calls for 2d6+6. This prevents scores under 8 but actually increases the odds of an 18. An alternative would be 2d4+6. Max score of 14, min score of 8, thus allowing some randomness but still keeping everyone in the same range.


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Choose class first, then roll Choose the character class first, then roll 4d6-drop-lowest down the line. If the prime requisite is lower than 13 (roughly a 50% chance), you may choose to reroll the entire array (again and again, if necessary). This ensures that the character either is competent in his area of expertise or has surprising strengths in other ...


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There are some real concerns here. One is the fact that this will result in a game and story that includes violence against and the possible death of a literal baby. While some might find that to be in good fun especially if you aren't generally too descriptive in regards to injuries, some players might find it disturbing. I would not proceed without having ...


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I agree with some of the other answers, but I also play much looser with mechanics (and expect my players to be good with that) than a lot of people. If I want RIGID adherence to all mechanical rules... I'll play a @#$%ing video game. TTRPGs are for the RP part as far as I'm concerned... so ways this might go down at my table: I might intentionally omit ...


14

Give them Inspiration for Role-playing their traits Others have great answers, but fifth edition has a mechanic for rewarding good RP and it's probably the most forgotten mechanic in the game, as well as being basically the exact opposite of the feat you created. That said, if the PLAYER wanted, I'd totally allow them to CHOOSE to roll with disadvantage on ...


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The rules-lawyers don't want you to know this simple trick, which I've used as a mere player: So, a PC has a flaw, and you want to represent this mechanically. This can be done without any actual mechanical changes, with just backstory: First give character, say, +6 extra INT (+3 bonus) because they got good stats, except... Then give them -6 INT because ...


18

Let The Player Play Their Character ...Because that's how D&D works. There are some games where character building works explicitly on a "points buy" system for everything. These systems often include disadvantageous things that can be "bought" for negative points, thus allowing more points to be spent in an area of particular ...


46

You say your player is a good role player, so trust them to be a good role player. You’ve said they are a good role player. So trust them to handle this trait appropriately through good role playing. They have expressed discontent with ruling that there are mechanical disadvantages to this trait, so implementing these mechanical disadvantages discourages fun ...


86

Your player is correct Making a special mechanical representation of this is very likely to cause problems, and you should not do so. A trait like this simply shouldn’t be in the dice’s hands—it is important to bring it up with care and judgment, in situations where it adds to the game. Otherwise, this sort of thing has a tendency to just derail games and ...


10

Just Skip Roles Roles are described on pgs. 126-127 of the core rulebook. The sidebar on page 126 says: If the game being run is not focused on the senior staff of a starship, then choosing roles doesn't make sense. The Gamemaster may choose to skip that part entirely, or devise alternative roles more suited to the style of game being run. In practice, my ...


1

I finally went with, not fully fleshed out but enough to get me started. (Any credit to @KRyan, and criticisms to @JoeNapalm) Wild Elf w/ Arctic Template from Dragon 306: +2 Dex/Con, -2 Int/Cha Barbarian 1: ACF - Whirling Frenzy (UA) ACF - Lion Totem (CC, not to be confused with UA) 2 Flaws (Implacable and Cold Blooded, Dragon 310) Feats: Martial Study (...


6

You are probably fine for balance, but might not get what you want Why this might not be the right homebrew for you You say you want "...strong... Heavy armour melee/mid-field support" But you want to achieve this by swapping the classes spell lists. Druids can't wear metal armor, don't have access to spells like shield or mage armor, this makes ...


2

Just swapping the spell lists should be fine Neither the Druid nor the Cleric spell lists are particularly stronger than the other. Clerics have 27 exclusive spells on their list, while Druids have only 17, although that's likely due to the fact that druids share more spells with rangers than clerics do with paladins. Out of just over 100 spells each, both ...


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