I've been toying with the idea of letting players take a "quirk" that would have a constant in-game affect in lieu of the inspiration mechanic. This might help some players who tend more toward "I insult the barkeep" type play than active role players. Some examples of what I've been toying with:
Jerk: You have an unpleasant and abrasive personality. This gives you advantage on Intimidation checks, but disadvantage on Persuasion checks.
Cloistered Scholar: You relate better to books than people. This gives you advantage on Religion, History, and Arcana checks, but disadvantage on Persuasion, Intimidation and Deception checks.
Drunk: You are dependent on alcohol. The good news is that you have advantage on saving throws against poison. The bad news is that you can only go one day without alcohol. Each day thereafter, you suffer one level of exhaustion until you consume alcohol again. Each day of drinking alcohol removes one level of exhaustion.
Anyone have any thoughts about this? Good/dumb idea? Too unbalanced?
I actually like it--I've wanted to implement something similar based on characters giving me proper background stories I can use--though I was basically giving them the cookies without the disadvantage. As long as you're giving people a similar advantage, it doesn't matter if it's overall balanced or not, imo, because you can always just scale up the difficulty of the world to meet them.
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I've been toying with the idea of letting players take a "quirk" that would have a constant in-game affect in lieu of the inspiration mechanic. This might help some players who tend more toward "I insult the barkeep" type play than active role players. Some examples of what I've been toying with:
Jerk: You have an unpleasant and abrasive personality. This gives you advantage on Intimidation checks, but disadvantage on Persuasion checks.
Cloistered Scholar: You relate better to books than people. This gives you advantage on Religion, History, and Arcana checks, but disadvantage on Persuasion, Intimidation and Deception checks.
Drunk: You are dependent on alcohol. The good news is that you have advantage on saving throws against poison. The bad news is that you can only go one day without alcohol. Each day thereafter, you suffer one level of exhaustion until you consume alcohol again. Each day of drinking alcohol removes one level of exhaustion.
Anyone have any thoughts about this? Good/dumb idea? Too unbalanced?
I actually like it--I've wanted to implement something similar based on characters giving me proper background stories I can use--though I was basically giving them the cookies without the disadvantage. As long as you're giving people a similar advantage, it doesn't matter if it's overall balanced or not, imo, because you can always just scale up the difficulty of the world to meet them.