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J-H
2020-01-03, 10:29 PM
Just a thought exercise...starting off with a character who has A Past (a rival, a loss in battle, etc.). Obviously the one-armed man(/woman) doesn't get to use two-handed weapons or a shield or any type of bow. That's a major disadvantage for a non-caster.

I would probably give a martial (including rogue) character a bonus Fighting Style choice. The player can pick +1 AC, +2 to damage in melee, or if really cheeky and dedicated, can pick TWF to negate it :-P. For a non-melee character (ie, caster, unless it's a throwing specialist), I'd probably just let the player pick proficiency in an extra skill or an extra mental-stat saving throw. Using a wand and spellcasting would definitely get more complicated.

Dork_Forge
2020-01-03, 10:33 PM
If I were to actually play a one armed character I'd probably pick a Monk. Your unarmed strikes can be kicks, elbows and headbutts so the lack of an arm doesn't really impact you negatively for the most part, it'd just play like normal. For other martials as a DM I'd consider fluff to cover mechanics, like attacking things to your stump, pseudo prosthetics and using your teeth (to say pull the string back on a hand crossbow).

LudicSavant
2020-01-03, 11:50 PM
Just a thought exercise...starting off with a character who has A Past (a rival, a loss in battle, etc.). Obviously the one-armed man(/woman) doesn't get to use two-handed weapons or a shield or any type of bow. That's a major disadvantage for a non-caster.

I would probably give a martial (including rogue) character a bonus Fighting Style choice. The player can pick +1 AC, +2 to damage in melee, or if really cheeky and dedicated, can pick TWF to negate it :-P. For a non-melee character (ie, caster, unless it's a throwing specialist), I'd probably just let the player pick proficiency in an extra skill or an extra mental-stat saving throw. Using a wand and spellcasting would definitely get more complicated.

The problem with giving out abilities to compensate is that the status effect of missing a limb is... well, curable. So you basically just traded a casting of Regenerate or the like for a permanent bonus.

micahaphone
2020-01-04, 12:56 AM
If they're missing only a hand, or anything below the elbow, I'd probably let them strap a shield onto it, just with a longer don/doff time.

Maybe they can try to gain pity or sympathy with it in social checks?

HappyDaze
2020-01-04, 01:00 AM
I would allow someone to start with some sort of disability (like a missing limb), but I'm not going to give them any direct benefit for doing so. If the disability significantly impairs them in a scene, I might be willing to grant them an Inspiration die.

Tectorman
2020-01-04, 02:02 AM
I have a Tabaxi Swashbuckler Rogue missing a hand I intend to play eventually. My plan is to use a short sword to represent a "stump knife" (basically, what the albino orc dude in the Hobbit had, but less gruesome to attach) that would just always have that "hand" occupied (sheathing would involve putting the sheath onto the sword, but leaving it on the arm). The other arm is for another short sword, eventually a rapier, as well as darts for range (while just accepting that ranged wouldn't be my forte). This might also come with a reduction of the Tabaxi climb speed from 20 feet to 10 feet.

kazaryu
2020-01-04, 02:15 AM
Just a thought exercise...starting off with a character who has A Past (a rival, a loss in battle, etc.). Obviously the one-armed man(/woman) doesn't get to use two-handed weapons or a shield or any type of bow. That's a major disadvantage for a non-caster.

I would probably give a martial (including rogue) character a bonus Fighting Style choice. The player can pick +1 AC, +2 to damage in melee, or if really cheeky and dedicated, can pick TWF to negate it :-P. For a non-melee character (ie, caster, unless it's a throwing specialist), I'd probably just let the player pick proficiency in an extra skill or an extra mental-stat saving throw. Using a wand and spellcasting would definitely get more complicated.

so...you're talking about as a DM how i'd handle it? i wouldn't. if they want to gimp themselves they're more than welcome to. but they're not going to get a special bonus for it. it is, by definition, a handicap.

that being said, as a player, i'd only ever pick this up if 1. i was planning on it not mattering (i.e. playing a caster and i start with warcaster) or 2. i wanted the extra challenge and i wanted to use this as a motivation.

for a melee character, i'd actually use a shield. and take the tavern brawler feat. so i can use my shield as a proficient weapon.

Brookshw
2020-01-04, 07:46 AM
I would allow someone to start with some sort of disability (like a missing limb), but I'm not going to give them any direct benefit for doing so. If the disability significantly impairs them in a scene, I might be willing to grant them an Inspiration die.

I like the cut of your jib. +1.

da newt
2020-01-04, 08:18 AM
How would you handle a one-armed character? - I'd grapple them. Wrestling with just one arm is very difficult.

CapnWildefyr
2020-01-04, 09:05 AM
How would you handle a one-armed character? - I'd grapple them. Wrestling with just one arm is very difficult.

Off-hand, that's the best comment yet in this thread.

If a PC has only one arm, he/she could also make a really good bandit...

But seriously I would do nothing as a DM but limit them in things that require 2 arms & hands -- weapons, climbing, etc. DnD does not have a "take a handicap/negative, get some bonus" mentality as found in some other games.

False God
2020-01-04, 09:08 AM
The player has willingly chosen their character to not have both arms, and therefore deny themselves the ability to use two-handed items.

What more needs to be done?

moonfly7
2020-01-04, 09:58 AM
The player has willingly chosen their character to not have both arms, and therefore deny themselves the ability to use two-handed items.

What more needs to be done?
100% agree with this. If you want to be disabled at my table that's great, I love fun character concepts that challenge role play. That being said, I'm not going to give you a mechanical benefit for it.
I established this rule after a player wanted to play a blind rogue. I told them sure, but that the blinded condition was going to be a doozy on a rogue. This lead to a 3 week long argument about how blind people can navigate just fine without sight and actually "see" better than normal people. They basically wanted to be blind, bit have mechanics that made them have something better than sight.
Bottom line, you can't allow big bonuses to something that's supposed to hinder a character. It's a flaw for a reason. You can't have any benefits from the flaw and also get goodies too.

J-H
2020-01-04, 10:10 AM
I agree that you shouldn't get big bonuses. The items I listed off as initial thoughts were small bonuses that I did not feel fully offset the loss of an arm.

A one-armed state could also be used as backstory to explain an old, experienced character with a long history who is still in the level 1-3 range: He was right-handed, lost his right hand, and is now having to completely re-learn how to attack, parry, duck out of the way of a fireball, and do high-dexterity tasks such as somatic spellcasting gestures and lockpicking - with his off hand. It'll wear off after a few months, but by then the character will have leveled up some as he re-learns how to move.

MoiMagnus
2020-01-04, 10:22 AM
I'd try to understand why the player want to play a one-armed character.

1) They like RPGs where characters are flawed. Great idea! I'd probably test the water to see if the other players are on board on that, and if they are I would suggest everyone take a "flaw", like a permanent injury, a character flaw, a personal enemy, a curse, ...

2) They like the challenge of having a weaker character. They don't need a bonus to compensate. But I will try to be reasonably on their way to compensate for their weakness, so that I don't "constantly punish them" for having chosen a weakness but not "ignore the weakness" either.

3) They like trade-off choices, so they want to take weakness in order to have bonuses in compensations. I will probably reject (especially if I feel like the remaining of the table will start following with more and more flaws just to have more bonuses), though I will consider offering few creation points in exchange if we're using point-buy abilities, but making sure there is some reason (curse?) for why regenerate can't solve this.

4) They want their character to look cool/badass but don't want the technical disadvantages associated to it. Assuming the remaining of the table is in the same mood, I will roll with it and accept his "absent arm" gives him essentially no malus. (something something special combat stance giving +2 AC as long as he has only one arm and is proficient with shields something something)

False God
2020-01-04, 11:07 AM
100% agree with this. If you want to be disabled at my table that's great, I love fun character concepts that challenge role play. That being said, I'm not going to give you a mechanical benefit for it.
I established this rule after a player wanted to play a blind rogue. I told them sure, but that the blinded condition was going to be a doozy on a rogue. This lead to a 3 week long argument about how blind people can navigate just fine without sight and actually "see" better than normal people. They basically wanted to be blind, bit have mechanics that made them have something better than sight.
Bottom line, you can't allow big bonuses to something that's supposed to hinder a character. It's a flaw for a reason. You can't have any benefits from the flaw and also get goodies too.

Exactly. Role-playing physically limited characters can be fun (assuming you're not a jerk about it, but ya know, that's a jerk problem), but the point is you're role-playing something you think will make your experience (and hopefully everyone else's) richer and more rewarding. THAT is your reward, the increased fun from playing something unique, not +2 to AC because you've got less body parts to get hit.

I mean, that and making a bunch of hand/arm puns.

EggKookoo
2020-01-04, 11:33 AM
I would have it have no routine mechanical impact at all aside from no two-handed weapons (and of course only using versatile weapons one-handed). Maybe disadvantage on Strength checks related to grappling. Maybe...

I would use it mainly as RP fuel, and I might have an occasional situational penalty if something comes up that absolutely requires two functional arms. I would not give a "compensation bonus" without that compensation being provided by some explicit in-fiction means (e.g. Daredevil's radar sense).

JNAProductions
2020-01-04, 01:42 PM
This actually happened in a game I'm running right now.

This is how I ruled it, since they lost their arm mid-game: They can use Versatile weapons as if they were two-handed in just one hand, so their damage doesn't suffer much. I'm also not gonna be strict on spell casting (they're a Paladin). But outside that, just logical implications of one arm-no using a shield and weapon, no climbing a ladder and using a sword simultaneously, etc. etc.

Slipperychicken
2020-01-04, 03:42 PM
Disadvantage on most checks related to swimming, climbing, grappling, escaping restraints, prying doors open, picking locks, convincing people they're physically fit, strength(intimidation), and so on.
Swim and climb speeds reduced by 10ft, if applicable
Cannot wield two-handed items, nor use the two-handed stats of versatile weapons
Advantage on checks related to squeezing into tight spaces, or when their disability is helpful socially (appearing non-threatening or injured, taking advantage of others' pity, or otherwise using related stereotypes for an edge)
Inspiration may be awarded for roleplaying, struggling with, or overcoming the disability

SociopathFriend
2020-01-04, 05:07 PM
How would I personally handle it as a DM or as a Player?

As a DM I'd hear the idea out for whatever it was but I wouldn't be inclined to give any particular bonus for it. It's a disability- there's no magical, "But I'm better at X now" perk to it.
As a Player I'd honestly be pulling the same angle. I'm down an arm. This does not make me any better in a fight whatsoever. "Your arm's off!" (https://youtu.be/s35rVw1zskA?t=177)

At best I'd perhaps say that it's a blessing from the Gods that someone like that continues to fight and fight well and so give them basically a single Lucky die they can use once every 24 hours with the caveat that if they upset whatever deity is granting this blessing they will lose it. This favor of whichever deity is watching over them is not a permanent one and can be revoked if the player ever gets their arm back or does something the God in question doesn't like.

Yes, Advantage or nullifying Disadvantage once per 24 hours is not worth all the penalties of a lost limb (and boy do I imagine there's a lot). It isn't supposed to be- that's something people don't generally LIKE happening to them.

Grognerd
2020-01-04, 05:20 PM
I would allow someone to start with some sort of disability (like a missing limb), but I'm not going to give them any direct benefit for doing so.


so...you're talking about as a DM how i'd handle it? i wouldn't. if they want to gimp themselves they're more than welcome to. but they're not going to get a special bonus for it. it is, by definition, a handicap.



The player has willingly chosen their character to not have both arms, and therefore deny themselves the ability to use two-handed items.

What more needs to be done?


100% agree with this. If you want to be disabled at my table that's great, I love fun character concepts that challenge role play. That being said, I'm not going to give you a mechanical benefit for it.



Exactly. Role-playing physically limited characters can be fun (assuming you're not a jerk about it, but ya know, that's a jerk problem), but the point is you're role-playing something you think will make your experience (and hopefully everyone else's) richer and more rewarding. THAT is your reward, the increased fun from playing something unique, not +2 to AC because you've got less body parts to get hit.
I mean, that and making a bunch of hand/arm puns.

Agreed with all of the above. In one of my recent games, my dwarven barbarian was captured in a dungeon. To escape, he raged and tore his own arm off. Loss of his shield, no two-handed weapons, no real benefits. But fun!

If they need special rules/mechanical benefits to enjoy the character, then they shouldn't play it.

Spectrulus
2020-01-04, 05:40 PM
The player has willingly chosen their character to not have both arms, and therefore deny themselves the ability to use two-handed items.

What more needs to be done?

I'm currently playing a lizardfolk with only one eye for story reasons, with only a 9 in perception to mechanically show it. He also has no perception proficiency, and I voluntarily gave him the cyclop's racial trait:

Poor Depth Perception. The lizardfolk has disadvantage on any attack roll against a target more than 30 feet away.

I'm getting around it by using only melee weapons or spells that don't need attack rolls, and the eye puns make it all worthwhile.

Player's don't deserve a mechanical benefit for having a disablity, the roleplaying options it opens up more than make up for it as far as fun goes.

False God
2020-01-04, 06:02 PM
I'm currently playing a lizardfolk with only one eye for story reasons, with only a 9 in perception to mechanically show it. He also has no perception proficiency, and I voluntarily gave him the cyclop's racial trait:

Poor Depth Perception. The lizardfolk has disadvantage on any attack roll against a target more than 30 feet away.

I'm getting around it by using only melee weapons or spells that don't need attack rolls, and the eye puns make it all worthwhile.

Player's don't deserve a mechanical benefit for having a disablity, the roleplaying options it opens up more than make up for it as far as fun goes.

I think it would be equally funny if you put the appropriate stats into him to make him superbly awesome at perception, but then stuck to the 30ft rule of the cyclops trait. Need to spot something up close? Got ya covered! Need to use depth perception? Ask someone else.

Misterwhisper
2020-01-04, 06:12 PM
I would not need any help with this concept, I could deal with it... single handedly.

Spectrulus
2020-01-04, 09:55 PM
I think it would be equally funny if you put the appropriate stats into him to make him superbly awesome at perception, but then stuck to the 30ft rule of the cyclops trait. Need to spot something up close? Got ya covered! Need to use depth perception? Ask someone else.

I may devote an ASI and some downtime to that, if he survives that long, XD


I would not need any help with this concept, I could deal with it... single handedly.

You get a gold star!