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Help playing a one-armed character
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<blockquote data-quote="Gargoyle" data-source="post: 769958" data-attributes="member: 529"><p>C'mon guys, you can come up with better advice than this. Let's give the guy a hand...</p><p></p><p>Sorry. </p><p></p><p>Anyway, I'd say from a gameplay perspective that there would be an impact. But I'd keep it simple and abstract and minor. After all, even people who have lost both arms can do some amazing things with their feet and teeth. People adapt. </p><p></p><p>As the DM, I would have given you a -2 penalty to Dex and Strength, and left it at that. That amounts to a lot of -1 penalties, and is painful, but logical and not unplayable. Though again, remember your teeth and feet. From growing up in the country barefoot I have the odd talent of being able to deftly pick up small objects with my toes and toss them with my foot up to my hand with almost perfect accuracy, but then again, I'm weird. Handy for picking up car keys and stuff. Going bare foot might not be a horrible idea. <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><p></p><p>There is a variant rule in the DMG that sort of covers this as well. On page 66, Variant: Damage to Specific Areas, it has a list of locations (including the hand and arm) and what skill rolls are affected by damage to that specific location. You would take a -2 penalty to all of the following: Climb, Craft, Disable Device, Escape Artist, Forgery, Alchemy, Heal, Open Lock, Pick Pocket, Use Rope, and Swim checks, attack rolls, and Strength checks.</p><p></p><p>I feel like the DMG rule is a bit too complex. A penalty to Strength and Dex affects all skills based on those abilities, and attack rolls, and just seems easier to me. </p><p></p><p>Personally, I'd just live with the disability and not try to overcome it with magical arms etc and salute you for not quitting on the character. It will make it all the more satisfying when you do win.</p></blockquote><p></p>
[QUOTE="Gargoyle, post: 769958, member: 529"] C'mon guys, you can come up with better advice than this. Let's give the guy a hand... Sorry. Anyway, I'd say from a gameplay perspective that there would be an impact. But I'd keep it simple and abstract and minor. After all, even people who have lost both arms can do some amazing things with their feet and teeth. People adapt. As the DM, I would have given you a -2 penalty to Dex and Strength, and left it at that. That amounts to a lot of -1 penalties, and is painful, but logical and not unplayable. Though again, remember your teeth and feet. From growing up in the country barefoot I have the odd talent of being able to deftly pick up small objects with my toes and toss them with my foot up to my hand with almost perfect accuracy, but then again, I'm weird. Handy for picking up car keys and stuff. Going bare foot might not be a horrible idea. :) There is a variant rule in the DMG that sort of covers this as well. On page 66, Variant: Damage to Specific Areas, it has a list of locations (including the hand and arm) and what skill rolls are affected by damage to that specific location. You would take a -2 penalty to all of the following: Climb, Craft, Disable Device, Escape Artist, Forgery, Alchemy, Heal, Open Lock, Pick Pocket, Use Rope, and Swim checks, attack rolls, and Strength checks. I feel like the DMG rule is a bit too complex. A penalty to Strength and Dex affects all skills based on those abilities, and attack rolls, and just seems easier to me. Personally, I'd just live with the disability and not try to overcome it with magical arms etc and salute you for not quitting on the character. It will make it all the more satisfying when you do win. [/QUOTE]
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