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*Pathfinder & Starfinder
Blind PC in combat
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<blockquote data-quote="Nichwee" data-source="post: 5336228" data-attributes="member: 84242"><p>I think you could pull this off ok if you make sure the player comes out hindered but not too badly so.</p><p></p><p>So I'd negate the -10 to Perception (he still never gets to use "sight-based" percepetion anyway and would be used to compensating for simple 'Did you notice something?' situations, and hearing already has DC effects from range) and give +2 Perception to a pure "hearing" check (not a "Beat Stealth check" but something like "listen at a door").</p><p></p><p>I'd relagate the perminant <em>Total Concealment</em> to just <em>Concealment</em> (With the perk that invisable things only get Concealment)</p><p></p><p>I'd remove the auto <em>Combat Advantage</em> unless the attack is from greater than 5 squares (closer than that and he can here the twang of the bow/swish of an arm/etc).</p><p></p><p>And I'd insist the character has to carry around a weapon/stick large enough to reach the ground at all times or he treats all ground as difficult terrain (The blindman's cane effect or he has to move really slowly to avoid obsticles/ledges -- Might also impart a -1 on saves to avoid being pushed/pulled/slid into hazardous areas)</p><p></p><p>Give the player <em>Blindsense 1</em> at paragon, immune to <em>blinding</em> and <em>gaze</em> attacks, and the <em>Eyes In The Back Of Your Head</em> feat for free (Well, the back of his/her head has as good a set of eyes as the front does).</p><p></p><p>And if he/she has an teleports then the player rolls a random d8 and d4 to get direction and distance from the intended target square (cutting the distance to the max allowed by the teleport). So if amingin for Square A in the following picture he/she ends up 1d4 squares away in direction set by a d8 as shown.</p><p>123</p><p>4A5</p><p>678</p><p></p><p>This set means the choice is, mechanically, 'a bad one' overall, but has some perks (No CA from flanking, etc) to make up for it a bit. It is no point removing all the net downsides as this removes some of the punch of the idea imo. Just remember to throw in some stuff to let the perks shine through once in a while, and remember to account for it in the less combat sitautions (like, are guards more likely to ignore/be less suss about a "old blind begger" than an adventurer?).</p></blockquote><p></p>
[QUOTE="Nichwee, post: 5336228, member: 84242"] I think you could pull this off ok if you make sure the player comes out hindered but not too badly so. So I'd negate the -10 to Perception (he still never gets to use "sight-based" percepetion anyway and would be used to compensating for simple 'Did you notice something?' situations, and hearing already has DC effects from range) and give +2 Perception to a pure "hearing" check (not a "Beat Stealth check" but something like "listen at a door"). I'd relagate the perminant [I]Total Concealment[/I] to just [I]Concealment[/I] (With the perk that invisable things only get Concealment) I'd remove the auto [I]Combat Advantage[/I] unless the attack is from greater than 5 squares (closer than that and he can here the twang of the bow/swish of an arm/etc). And I'd insist the character has to carry around a weapon/stick large enough to reach the ground at all times or he treats all ground as difficult terrain (The blindman's cane effect or he has to move really slowly to avoid obsticles/ledges -- Might also impart a -1 on saves to avoid being pushed/pulled/slid into hazardous areas) Give the player [I]Blindsense 1[/I] at paragon, immune to [I]blinding[/I] and [I]gaze[/I] attacks, and the [I]Eyes In The Back Of Your Head[/I] feat for free (Well, the back of his/her head has as good a set of eyes as the front does). And if he/she has an teleports then the player rolls a random d8 and d4 to get direction and distance from the intended target square (cutting the distance to the max allowed by the teleport). So if amingin for Square A in the following picture he/she ends up 1d4 squares away in direction set by a d8 as shown. 123 4A5 678 This set means the choice is, mechanically, 'a bad one' overall, but has some perks (No CA from flanking, etc) to make up for it a bit. It is no point removing all the net downsides as this removes some of the punch of the idea imo. Just remember to throw in some stuff to let the perks shine through once in a while, and remember to account for it in the less combat sitautions (like, are guards more likely to ignore/be less suss about a "old blind begger" than an adventurer?). [/QUOTE]
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