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General Tabletop Discussion
*Dungeons & Dragons
In Your Opinion: Should Amnesia Impair Class Abilities?
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<blockquote data-quote="Morinth" data-source="post: 6855791" data-attributes="member: 6825499"><p>From a mechanics standpoint, I'd say keep it simple. For all abilities based on a physical attribute, there is no problem. The character knows how to swing a sword, tie a knot, disable a trap. If it is Wisdom or Charisma-based, then have them do a Wisdom or Charisma save in instances where you think there's a chance they wouldn't be able to perform that ability. Make it easier as time goes on for them to actually make these saves if they have to repeat them often. Over time, these abilities should be accessible. The only really thorny issue is Intelligence-based abilities, and you have to make the call that anything that relies on knowing people, places, etc., is just gone. So, History and Religion are pretty much reset to 0, while Arcana and Nature probably would require a skill check or Intelligence save, depending on the circumstance. Naturally, if the player is a Wizard with amnesia, this is going to gimp the character quite a bit. I personally think it would be a fun thing to roleplay, but some players might balk at being less "optimal". </p><p></p><p>With regard to spellcasting, I would say the wizard would need to have access to her spellbook, but she should be able to use her cantrips without any trouble. This is what clues her into the fact that she is a spellcaster, since she has forgotten. There should also be a period of uncertainty, where anytime she tries out a spell for the first time, she has to make an Intelligence save, or it doesn't work. She can retry the next day, and she'll be at +1 to succeed, until she finally learns the spell. I think the DC should be the Save DC for that level spell, it stands to reason. The character should have a high Intelligence, so she should make the save more often than not. Once the character successfully casts the spell the first time, she no longer should need to make the Intelligence saves or Arcana checks. </p><p></p><p>But all of this begs the question: What is the narrative purpose of the amnesia? Is it just a device to bring high-level characters from one campaign setting into another, "incompatible" one? Because that seems like a long way to go for something like that. I think there needs to be more substance to it from a story standpoint. Otherwise it's just a gimmick.</p></blockquote><p></p>
[QUOTE="Morinth, post: 6855791, member: 6825499"] From a mechanics standpoint, I'd say keep it simple. For all abilities based on a physical attribute, there is no problem. The character knows how to swing a sword, tie a knot, disable a trap. If it is Wisdom or Charisma-based, then have them do a Wisdom or Charisma save in instances where you think there's a chance they wouldn't be able to perform that ability. Make it easier as time goes on for them to actually make these saves if they have to repeat them often. Over time, these abilities should be accessible. The only really thorny issue is Intelligence-based abilities, and you have to make the call that anything that relies on knowing people, places, etc., is just gone. So, History and Religion are pretty much reset to 0, while Arcana and Nature probably would require a skill check or Intelligence save, depending on the circumstance. Naturally, if the player is a Wizard with amnesia, this is going to gimp the character quite a bit. I personally think it would be a fun thing to roleplay, but some players might balk at being less "optimal". With regard to spellcasting, I would say the wizard would need to have access to her spellbook, but she should be able to use her cantrips without any trouble. This is what clues her into the fact that she is a spellcaster, since she has forgotten. There should also be a period of uncertainty, where anytime she tries out a spell for the first time, she has to make an Intelligence save, or it doesn't work. She can retry the next day, and she'll be at +1 to succeed, until she finally learns the spell. I think the DC should be the Save DC for that level spell, it stands to reason. The character should have a high Intelligence, so she should make the save more often than not. Once the character successfully casts the spell the first time, she no longer should need to make the Intelligence saves or Arcana checks. But all of this begs the question: What is the narrative purpose of the amnesia? Is it just a device to bring high-level characters from one campaign setting into another, "incompatible" one? Because that seems like a long way to go for something like that. I think there needs to be more substance to it from a story standpoint. Otherwise it's just a gimmick. [/QUOTE]
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