slight nearsighted player character


Homebrew and House Rules


I am looking into the draw backs to having a slightly near sighted character. the main reason for the flaw is role-play based. We are Running a "back to basics lvl 1 campaign" and the character hails from a vary proud tradition of archers but is a book worm I thought having him a little near sighted would be a nice story hook for not fallowing the family traditions and being a noble hunter


An increased penalty over distance? You already take a penalty for every 10 feet away you are... IIRC it's a -1 per 10 feet. Nearsightedness could be that you take a -2 per 10 feet instead. I am nearsighted myself, and though I'm told my prescription lenses are pretty weak, I feel like my eyes are crap for noticing any details beyond 10 feet. And forget driving at night without my glasses.

That's how I would handle it.

Dark Archive

Thorin2011 wrote:

I am looking into the draw backs to having a slightly near sighted character. the main reason for the flaw is role-play based. We are Running a "back to basics lvl 1 campaign" and the character hails from a vary proud tradition of archers but is a book worm I thought having him a little near sighted would be a nice story hook for not fallowing the family traditions and being a noble hunter

If it's primarily going to be a roleplay hook, I'd just avoid mechanics entirely and roleplay it. The character sounds like he's choosing to avoid long-distance related stuff (such as archery) by choice, so as long as he mentions his 'flaw' from time to time (choosing not to recognize something pointed out far away, or choosing to 'get closer for a better look'), then it's pretty much doing it's job without any need for a 'rule' or mechanical penalty.

It also leaves the character the freedom to, in a tense moment, pick up a dropped crossbow and deliver a 'lucky shot!' at a target 'he could barely see!' since he doesn't have any actual mechanical penalty, just a role-playing choice.

New mechanics are, IMO, overrated as a means of making a PC more distinctive or remarkable or more of 'a character.'

Choose to roleplay a limp, or a withered 'gimpy hand', or being hard of hearing, or having a 'lost voice' and only being able to speak in a whisper. Don't bother making up rules for it.

Contributor

It sounds like the character has the Murky-Eyed Flaw from the 3.5 Unearthed Arcana Flaw list.

I'd talk with your GM and see if he/she is willing to implement this ruleset for you.


Set wrote:


If it's primarily going to be a roleplay hook, I'd just avoid mechanics entirely and roleplay it. The character sounds like he's choosing to avoid long-distance related stuff (such as archery) by choice, so as long as he mentions his 'flaw' from time to time (choosing not to recognize something pointed out far away, or choosing to 'get closer for a better look'), then it's pretty much doing it's job without any need for a 'rule' or mechanical penalty.

That was my first thought when I talked to the gm His replay was an enfadic yes to negatives. so here I am looking for a fair rule set to present to him.

As added role play hook the ONLY equipment the players are to start with are the Hiarlome weapon of their family. My poor Adam hails from an archery hunting family and has a Family Long Bow with him at all time which he in theory Can not shot well at all.

Foghammer wrote:

An increased penalty over distance? You already take a penalty for every 10 feet away you are... IIRC it's a -1 per 10 feet. Nearsightedness could be that you take a -2 per 10 feet instead. I am nearsighted myself, and though I'm told my prescription lenses are pretty weak, I feel like my eyes are crap for noticing any details beyond 10 feet. And forget driving at night without my glasses.

Hum this has potential, I am unsure of the rule you are revering to. Are you talking about perception checks? Since the GM is insisting on some sort of rule set I was hoping to avoid a flat perception negative being as the other 4 senses are fine or a little better then fine.

Kevin Andrew Murphy wrote:

It sounds like the character has the Murky-Eyed Flaw from the 3.5 Unearthed Arcana Flaw list.

Maybe I will look that up.

Contributor

I linked to the SRD version of Murky-Eyed in the above post.

Sczarni

Include a rider that whatever negatives you get are removed if you scrape together the 50g for a pair of glasses. Rules-wise, they'd be a Masterwork Tool (Perception).

As for what negatives you actually get, I'd say the range increment on whatever ranged weapon you wield is half what it would be otherwise. Then your Heirloom Longbow has a range incrememnt of 60 feet instead of 120, which is still fine for most fights but isn't completely a meaningless penalty.


The rules go into detail about how far people can see... How far light travels, Bright light, torch light, low light vision... The oracle can only 20'-30' or something... (THAT was an interesting night!!! Trying to figure out who she could see and when!!!)

I'd base something off that. Take a 5' penalty to every visibility catagory or something. -5 or-10 to your 'effective range catagories..'

I'm nearsighted and can still shoot a bow. 200 yards??? Accurately?? No, probably not. But on a standard Battle map? Probably wouldn't have much more trouble without my glasses as I do with them.

Roleplaying-wise... I wouldn't take any of those improved/precise/accuracy type feats.


the character is a monk and other then the weapon finesse feat I am focusing on hand to hand and skill feats nothing really to ably to dex or range or perception.

battle wise yes fine detail should be limited but I do not need to now how many worts are on that running blotchy goblins face to put an arrow into it. I only need to know it IS a goblin and that it is running I would thing the character can see movement more or less fine.

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