Compliant
2015-01-18, 04:30 PM
I'm starting a new campaign and as part of it I want all of my players to have some sort of unique major flaw. With this flaw I plan on creating some sort of benefit to balance it out.
My ideas so far:
Blind
- Downside: the obvious stuff (can't read, discern color, etc)
- Upside: "Blindsight", to some range, based on movement ie; blind samurai type character
One-Arm
- Downside: any check involving the use of two hands/arms becomes much harder (climb, swim, disable device, etc)
- Upside: not sure, probably 1.5 times strength modifier on attacks and ability to wield two-handed weapons in one hand
Jinx
- Downside: all d20s (skill checks, attacks, etc) take a -2 and natural 1s auto confirm (this effect extends to allies with 10')
- Upside: this effect extends to enemies within 10'. Characters natural 20s auto confirm and they lose the -2 to rolls for a round if someone fails a roll because of them
Masochist ?
- Downside: above 75% health get a negative (not sure how much) to all attack, damage, and skill check rolls
- Upside: below 50% health get a plus to all attack, damage, and skill check rolls, maybe more if below 25%
Lack of Control ?
- Downside: every action entails some amount of damage. The amount would depend on the type, maybe 2 for a move action and 1 for a swift action (the damage would scale with hit dice
- Upside: movement speed increased by 10ft, attacks would have 2x strength modifier, possibly having 2 or more swift actions
There's probably going to be at least 6 people in the campaign and would like them to have a few options. I realize these would mostly be for melee character, I never play caster or ranged so couldn't think of anything creative for them.
I would appreciate any additional ideas for flaws or advice on what I already came up with (I'm not sure how balanced or fun some of these are)
My ideas so far:
Blind
- Downside: the obvious stuff (can't read, discern color, etc)
- Upside: "Blindsight", to some range, based on movement ie; blind samurai type character
One-Arm
- Downside: any check involving the use of two hands/arms becomes much harder (climb, swim, disable device, etc)
- Upside: not sure, probably 1.5 times strength modifier on attacks and ability to wield two-handed weapons in one hand
Jinx
- Downside: all d20s (skill checks, attacks, etc) take a -2 and natural 1s auto confirm (this effect extends to allies with 10')
- Upside: this effect extends to enemies within 10'. Characters natural 20s auto confirm and they lose the -2 to rolls for a round if someone fails a roll because of them
Masochist ?
- Downside: above 75% health get a negative (not sure how much) to all attack, damage, and skill check rolls
- Upside: below 50% health get a plus to all attack, damage, and skill check rolls, maybe more if below 25%
Lack of Control ?
- Downside: every action entails some amount of damage. The amount would depend on the type, maybe 2 for a move action and 1 for a swift action (the damage would scale with hit dice
- Upside: movement speed increased by 10ft, attacks would have 2x strength modifier, possibly having 2 or more swift actions
There's probably going to be at least 6 people in the campaign and would like them to have a few options. I realize these would mostly be for melee character, I never play caster or ranged so couldn't think of anything creative for them.
I would appreciate any additional ideas for flaws or advice on what I already came up with (I'm not sure how balanced or fun some of these are)