Character Bonuses? [Archive] - Wizards Community

Post/Author/DateTimePost
Dr_Necronamos

03-02-07, 10:58 PM
Now I'm very new to DMing and have self taught myself the game and to my friends. We're learning it pretty much step by step with no real mentor around and I was wondering on a little thing of my own I added. I made cards with 6 rols on them for their stats that they could place where they liked but on each card I gave a unique ability. Some of which are Expirienced(+d4 feats) Thief(+5% treasure found) Fast Learner(+5% XP gained) Keen Eye(+4 Attack) Trainee(+Skills/Skill Points) Meaty (+ 5 HP and +1 con Mod) and Perfection(No abilities but all stats are 16+d4) I was wondering if this was a poor move on my part or if it was a creative way to engage their characters more. I haven't really seen problems arise yet so it seems good from my part but I'd like to hear some Professional oppions.
Ryzak

03-02-07, 11:03 PM
IMO, it's a neat idea. Keeping track of it may be a pain, esp. as the characters level. Sounds like you took the idea from WoW to me ;)

You also may have to work a little harder to create the proper challenges for your party. Some of the established CR's, may not be accurate for your campaign now.
Retinal Haze

03-02-07, 11:08 PM
The standard monsters / encounters are geared for a "standard" player group. So your guys will have a bit of an easier time, so be sure to beef up the encounters a bit. You might want to start off slowly and see how your group uses their newfound abilities.

In any case you can let your players do whatever they want as long as everyone is having fun.
Thubby

03-03-07, 12:20 AM
i like your idea, but the abilities should be toned down if you want to run a "normal" dnd game (if you want them to be uber powerful, go for it). not all of these are balanced though. (meaty is not nearly as good as perfection, thief is way worse than fast learner, experienced beats out trainy in all but the most skill monkeyed of skill monkeys)

i personaly think you should just do standard (minimal house rules) core(dungeon master guide, players handbook, monster manual) adventure before you start doing stuff like this.

p.s. welcome to DnD, and the boards :D
CharlieRock

03-03-07, 11:35 AM
It doesn't take people long to make their unique houserules, huh :D
Kouk

03-04-07, 02:32 AM
I'm not sure exactly what your system entails but it appears that each character can choose one of those cards to use? So one person would have an extra 1-4 feats, another would get 5% more experience?

If I understand right, this would probably cause a lot of problems as the characters would have drastically varying power levels within the party. Even one more feat than the other players are allowed would be significant (unless limited to craft skills or some of the ones that grant bonuses to skills).

If everyone is new, you should be really careful with any changes to game mechanics. A lot of time was spent making things balanced for the long run.

If you want to do something like this, do a test run with a single adventure and make it clear it may not make it as a campaign rule.

The existing rules allow for tons of customization already.
Gamili

03-04-07, 02:37 AM
For some reason this really reminds me of a Fallout type of feel.

But if you're going to give your PCs traits and perks like this, I suggest you set them at 3d6 rolls for abilities if you don't want to beef up encounters.
Voran

03-04-07, 10:26 AM
Nice idea.

The only real concern I would have with this system is what the balance of these perks are in the long run.

Keen Eye will be very useful even at the higher levels of the char.

A good roll on the d4 for extra feats can also make a significant difference (its almost like gaining an extra 3 to 12 levels in a sense).

+treasure/xp probably don't make too much of a difference in the long run, if they remain at +5%.

+skills/points can be useful, depending on the campaign.

+hp/con, somewhat useful as well.

+uberstats, useful. :)

Did you figure out a rating to each of these perks and assigned them intentionally to certain roll-sets? Or was it random?
Man in the Funny Hat

03-04-07, 06:37 PM
Now I'm very new to DMing and have self taught myself the game and to my friends. We're learning it pretty much step by step with no real mentor around and I was wondering on a little thing of my own I added. I made cards with 6 rols on them for their stats that they could place where they liked but on each card I gave a unique ability. Some of which are Expirienced(+d4 feats) Thief(+5% treasure found) Fast Learner(+5% XP gained) Keen Eye(+4 Attack) Trainee(+Skills/Skill Points) Meaty (+ 5 HP and +1 con Mod) and Perfection(No abilities but all stats are 16+d4) I was wondering if this was a poor move on my part or if it was a creative way to engage their characters more. I haven't really seen problems arise yet so it seems good from my part but I'd like to hear some Professional oppions.
Good on ya! Without having to be told you are grasping the fundamental point of D&D which is to enjoy it however you wish, without thinking that the "rules" are somehow sacred and must be strictly followed. WAY too many players seem to think that way as can be seen in the ENDLESS obsession they have with the rules being just so, and interpreted officially and correctly. But you doubt yourself and seem to be seeking "approval" in some fashion. Don't.

Your idea is at its heart absolutely excellent, in particular for people still trying to get into the game. If there is one thing that those who have played D&D the longest have in common it is that they have always been willing to play the game in new and interesting ways, rather than the "approved" way. The only thing you really need concern yourself with, as has been mentioned, is that the characters will be more powerful to some degree than PUBLISHED materials will anticipate and you will want to adjust, or at least keep that in mind.

Later, as you gain more understanding and experience with the system you might decide that you want to tone down some of those benefits, but don't let yourself be dissuaded from continuing to try whatever you think would be interesting and fun.

Play on!
Dr_Necronamos

03-07-07, 01:12 AM
Did you figure out a rating to each of these perks and assigned them intentionally to certain roll-sets? Or was it random?

The Rolls did come into play when I decided these but they're just 6 numbers that can be assigned how they wish so it was mostly random and I just placed these abilities when they came to mind.

Also I'd like to say that throughout the campaign I've made "Unlockable" cards which have abilities I've not disclosed to the PCs. One of which being something I stole from Might and Magic 6 which is the Merchant(+?% on sells and -?% on purchase) some of these cards I'm aware are unbalanced. I can tell that a few are initially more beneficial but pan out later on while others are okay but grow later on.

Thank you for all your advice and I shall consider this as I roleplay later on.

P.S. A few of the other bonus cards I've made are The Hunter(I create a Knowledge (Monster) skill here which allows the character to view the characteristics/stats of monsters they've suceeded in identifying and such.) and Paranoia (+# initiative and spot/search bonus)
CroBob

03-07-07, 01:14 AM
Obviously a bit overpowered, but it seems fun. That last one would easily pwn all the others, though. I'd simply give that one a +1 to all stats, maybe.