... from two seemingly harmless botched saves, and you've actually been playing a parasitic organism that infects a host, copies their brain, takes over the body, wipes the brain and then pretends to be you?
This may happen in one of my next few games, he's a pretty good sport and a solid roleplayer, but it seems a bit dickish to me. Especially since it would likely involve betraying the party.
A player of mine keeps having his character almost die, I haven't once gone out of my way to save him. This was like three different characters.
First time, he (the squishy caster) decided splitting the party was a good idea and got ambushed. It was him and an npc class merc vs a couple of constructs. He got knocked out and the merc had to carry him to safety.
Second time, he thought rushing ahead of Martial O'Stabigan to deliver a shocking grasp was a good idea.
Third time, he ran to the front of the battle, delivered a cone attack (for not much damage) against some enemies, and then was critted to be knocked to -6 hp. He then botched every stabalisation check. He only survived because the thief gave back what he stole to the robots, so the party stabalised him at 1 away from death.
Fourth time, party walks into room with tigerhawks. "Let's run past them instead of standing our ground." entire party gets wrecked. Almost tpk. Only survived because they managed to get to the other side and close the grate.
At my table, I wouldn't let you play if you wouldn't at least put the effort into reading (but not necessarily understanding) the rules relating to your class (such as combat and magic) and your class' mechanics up to the starting level.
If you didn't do those, at best you might get to play Generic_2h_Warrior_#57.
Maybe elves are like kangaroos, they're born as little jellybean sized red things.
If you want a bit more of a middle-ground, I can think of two methods. 1) reduce the die size but give them a flat bonus. For instance, instead of 1d6 HP (average 3.5, max 6), a character might gain 2 + 1d4 (average 4.5, max 6). That way, they aren't getting straight-up max HP, but the minimum is more than just a single point. 2) roll multiple dice. For instance, instead of 1d6 HP, a character might gain 2d3 or 3d2. This give the result a central tendency and is more to avoid extremely low rolls than to push for above-average values.
Could also use a roll twice, take the highest method.
Example: Brutus Adventurius the Fighter levels up. He rolls 2d10, one comes up 8 and the other comes up 3. Brutus Adventurius' hitpoints increase by 8 + other modifiers.
Matthew Downie wrote:
If you do this, please send me a link or post it or something. I'm very interested.
Not a believer in "different but equal" I take it?
Literally not houserules.
Can't be worse than 3x. Post results
Everyone and their mount has a different opinion on what constitutes "low level". He could've easily been talking about 1-4.
491. Blackout Drunk After a night of heavy drinking and all round revelry, the party wakes up to find there's no longer anyone else in the town and they cannot recall anyone leaving. In fact, they can hardly recall much of the night at all. The very next day the entire town's population is back, but none of them remember not being there and they dismiss the PCs as being crazy or comment on how much they must have drunk last night, the town believes it is just the day after the day the PCs were drinking heavily.