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Favorite actual/wished for fantasy character that wouldn't work well with D&D rules
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<blockquote data-quote="Nonei" data-source="post: 5149705" data-attributes="member: 88176"><p>You are right that many of these are harder on the coherence of the story than they are mechanically. I think, though, that is a great point. Anything that addresses mechanical issues should try to give suggestions for resolving potential story issues as well.</p><p></p><p>And, actually the speedster and the time stop/slow guy can be thought of in the same mechanics, since the speedster is really just slowing his perception of time so that he can accomplish more in the same time period.</p><p></p><p>The main issue with precognition or time travel is PC unpredictability. It would be impossible (without severe railroading) to have the PCs go back in time to complete a task that the definite result is already determined, or foresee something happening that relies on them doing something in particular. This would be especially true if the PCs had time travel mojo and were under complete control of hopping back and forth.</p><p></p><p>So resolving the paradoxes of time travel/future sight would have to be decided. One way to look at it would be simply they see/visit the most likely future, or that when they travel to the past if they change things, the future then changes as well and the 'old' future simply ceases to exist (a la Terminator). Since this is D&D, it's also possible that if they do screw up "the way it's supposed to be", that the god(s) of Fate intervene to try and set things right again with odd coincidences and luck.</p><p></p><p><em>Mechanically witty or humorous or creative in a satisfying way.</em>.. well 'satisfying' of course depends on the individual. But, how about this:</p><p></p><p>Snappy comeback</p><p>Prerequisite: Cha 13</p><p>You have a knack for cracking people up at the opportune time. Times per day equal to Cha bonus. During a conversation with an NPC or creature, you may choose to re-roll a failed diplomacy check by using --insert witty remark here--. You must take the result of the second roll. A natural 1 on the re-roll means the joke fell flat and the creature takes personal offense to it (their attitude worsens by 2 steps temporarily).</p><p></p><p>Of course, 'temporarily' would need to be defined.</p><p></p><p>edited to add "temporarily" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nonei, post: 5149705, member: 88176"] You are right that many of these are harder on the coherence of the story than they are mechanically. I think, though, that is a great point. Anything that addresses mechanical issues should try to give suggestions for resolving potential story issues as well. And, actually the speedster and the time stop/slow guy can be thought of in the same mechanics, since the speedster is really just slowing his perception of time so that he can accomplish more in the same time period. The main issue with precognition or time travel is PC unpredictability. It would be impossible (without severe railroading) to have the PCs go back in time to complete a task that the definite result is already determined, or foresee something happening that relies on them doing something in particular. This would be especially true if the PCs had time travel mojo and were under complete control of hopping back and forth. So resolving the paradoxes of time travel/future sight would have to be decided. One way to look at it would be simply they see/visit the most likely future, or that when they travel to the past if they change things, the future then changes as well and the 'old' future simply ceases to exist (a la Terminator). Since this is D&D, it's also possible that if they do screw up "the way it's supposed to be", that the god(s) of Fate intervene to try and set things right again with odd coincidences and luck. [I]Mechanically witty or humorous or creative in a satisfying way.[/I].. well 'satisfying' of course depends on the individual. But, how about this: Snappy comeback Prerequisite: Cha 13 You have a knack for cracking people up at the opportune time. Times per day equal to Cha bonus. During a conversation with an NPC or creature, you may choose to re-roll a failed diplomacy check by using --insert witty remark here--. You must take the result of the second roll. A natural 1 on the re-roll means the joke fell flat and the creature takes personal offense to it (their attitude worsens by 2 steps temporarily). Of course, 'temporarily' would need to be defined. edited to add "temporarily" :) [/QUOTE]
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