Mods, if this is better in homebrew/house rules, feel free to move this.
One of my players is going to be replacing their character in our party. (Tried out a spellcaster for the first time and is having zero fun with the character so I'm allowing a new character. I am assuming he'll be creating a barb or fighter this go-around.) As an RP thing, he wants his character to be absolute tripe at identifying plants unless they're mushrooms.
Would you do anything mechanically for this beyond a straight disadvantage on any nature check to identify non-mushroom flora? I was thinking maybe the DC would always be at like 20, too. This just felt like more of a DM fiat than an actual thing that needs to be mechanically represented on the sheet, which is why I pose the question here.
I don't know much more about the character yet. He only brought the change request to me yesterday and then a couple of small ideas he wanted to implement he texted me about tonight. We'll be meeting sometime soon to talk about the character in-depth but haven't scheduled that yet.
You could say that the character gets the proficiency bonus for anything but mushrooms. It's pretty simple, I think. It gets more important as the proficiency bonus increases.
I would go for advantage with all ability checks to do with fungi and disadvantage on nature checks regarding other plants. That way if he wants to spec into it for example with nature proficiency/ expertise and herbalist kit it doesn't get out of control with giving him triple proficiency bonus or what ever. At the same time the advantage on all checks regarding mushrooms works even he he doesn't spec into it because he'll be able to use it for perception and alike. I wouldn't give disadvantage on all other checks to do with plants as it may be harsh to have him unable to detect or wrestle a plant monster.
Alternatively if you don't want to make something up as a dm just give him inspiration when ever he obsesses over fungi so he can reroll those when he wants to. The effect of that is very similar.
If this is a roleplay choice, I wouldn't even worry about mechanics. If they try to use nature to identify non-mushrooms or something, maybe just be like "now, to re-iterate, this isn't a mushroom-- would [Character Name] still try this?" And if the player gives you a good, convincing reason for why they might possibly succeed, then let them roll (but most of the time they'll probably just go "oh right haha yeah" and back off). If they absolutely insist on getting a roll and they're not able to justify their apparently sudden non-mushroom knowledge, then let them roll but maybe set a really high DC.
If they seem not to enjoy this self imposed limitation, maybe between sessions offer to retcon it. Personally, I'm not sure what fun they're getting out of "I only know mushrooms", seems kinda vague for a character concept, but if they're having fun with it then you shouldn't notice them struggling against it too much. If it turns out not to be as fun as they thought though, be prepared to let them out if it.
If this is a roleplay choice, I wouldn't even worry about mechanics. If they try to use nature to identify non-mushrooms or something, maybe just be like "now, to re-iterate, this isn't a mushroom-- would [Character Name] still try this?" And if the player gives you a good, convincing reason for why they might possibly succeed, then let them roll (but most of the time they'll probably just go "oh right haha yeah" and back off). If they absolutely insist on getting a roll and they're not able to justify their apparently sudden non-mushroom knowledge, then let them roll but maybe set a really high DC.
If they seem not to enjoy this self imposed limitation, maybe between sessions offer to retcon it. Personally, I'm not sure what fun they're getting out of "I only know mushrooms", seems kinda vague for a character concept, but if they're having fun with it then you shouldn't notice them struggling against it too much. If it turns out not to be as fun as they thought though, be prepared to let them out if it.
Oh, I am always prepared to let them change up things that are making the game not fun for them anymore. I figured this wouldn't need to be in the character sheet at all which is why I was brainstorming the game mechanics of it. Honestly, in our game it probably will never come up. I actually think I know why it became a thing with this new character but the player is also a teenage boy so I could be wildly off the mark with my speculation.
The high DC for non-mushroom checks is probably the safest choice if it ever does come up. I'll know more hwen I'm able to see the character build and work with the player on it.
I would go for advantage with all ability checks to do with fungi and disadvantage on nature checks regarding other plants. That way if he wants to spec into it for example with nature proficiency/ expertise and herbalist kit it doesn't get out of control with giving him triple proficiency bonus or what ever. At the same time the advantage on all checks regarding mushrooms works even he he doesn't spec into it because he'll be able to use it for perception and alike. I wouldn't give disadvantage on all other checks to do with plants as it may be harsh to have him unable to detect or wrestle a plant monster.
Alternatively if you don't want to make something up as a dm just give him inspiration when ever he obsesses over fungi so he can reroll those when he wants to. The effect of that is very similar.
I hadn't thought about plant monsters. They're unlikely to be present in the game but it is something to think about jsut in case. The inspiration idea is a good one too. Lots to mull over.
You could say that the character gets the proficiency bonus for anything but mushrooms. It's pretty simple, I think. It gets more important as the proficiency bonus increases.
I forgot about proficiency bonus. Something to keep in my pocket for when the build is done. Thanks!
Mods, if this is better in homebrew/house rules, feel free to move this.
One of my players is going to be replacing their character in our party. (Tried out a spellcaster for the first time and is having zero fun with the character so I'm allowing a new character. I am assuming he'll be creating a barb or fighter this go-around.) As an RP thing, he wants his character to be absolute tripe at identifying plants unless they're mushrooms.
Would you do anything mechanically for this beyond a straight disadvantage on any nature check to identify non-mushroom flora? I was thinking maybe the DC would always be at like 20, too. This just felt like more of a DM fiat than an actual thing that needs to be mechanically represented on the sheet, which is why I pose the question here.
I don't know much more about the character yet. He only brought the change request to me yesterday and then a couple of small ideas he wanted to implement he texted me about tonight. We'll be meeting sometime soon to talk about the character in-depth but haven't scheduled that yet.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
You could say that the character gets the proficiency bonus for anything but mushrooms. It's pretty simple, I think. It gets more important as the proficiency bonus increases.
I would go for advantage with all ability checks to do with fungi and disadvantage on nature checks regarding other plants. That way if he wants to spec into it for example with nature proficiency/ expertise and herbalist kit it doesn't get out of control with giving him triple proficiency bonus or what ever. At the same time the advantage on all checks regarding mushrooms works even he he doesn't spec into it because he'll be able to use it for perception and alike. I wouldn't give disadvantage on all other checks to do with plants as it may be harsh to have him unable to detect or wrestle a plant monster.
Alternatively if you don't want to make something up as a dm just give him inspiration when ever he obsesses over fungi so he can reroll those when he wants to. The effect of that is very similar.
If this is a roleplay choice, I wouldn't even worry about mechanics. If they try to use nature to identify non-mushrooms or something, maybe just be like "now, to re-iterate, this isn't a mushroom-- would [Character Name] still try this?" And if the player gives you a good, convincing reason for why they might possibly succeed, then let them roll (but most of the time they'll probably just go "oh right haha yeah" and back off). If they absolutely insist on getting a roll and they're not able to justify their apparently sudden non-mushroom knowledge, then let them roll but maybe set a really high DC.
If they seem not to enjoy this self imposed limitation, maybe between sessions offer to retcon it. Personally, I'm not sure what fun they're getting out of "I only know mushrooms", seems kinda vague for a character concept, but if they're having fun with it then you shouldn't notice them struggling against it too much. If it turns out not to be as fun as they thought though, be prepared to let them out if it.
Oh, I am always prepared to let them change up things that are making the game not fun for them anymore. I figured this wouldn't need to be in the character sheet at all which is why I was brainstorming the game mechanics of it. Honestly, in our game it probably will never come up. I actually think I know why it became a thing with this new character but the player is also a teenage boy so I could be wildly off the mark with my speculation.
The high DC for non-mushroom checks is probably the safest choice if it ever does come up. I'll know more hwen I'm able to see the character build and work with the player on it.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
I hadn't thought about plant monsters. They're unlikely to be present in the game but it is something to think about jsut in case. The inspiration idea is a good one too. Lots to mull over.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
I forgot about proficiency bonus. Something to keep in my pocket for when the build is done. Thanks!
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses