Flexible abilities for low level characters
Posted: Tue Oct 06, 2020 5:09 pm
In this thread Foxwarrior and I (and maybe MGuy?) think RPGs should try to give everyone the tools to do something memorable each session, and that a good way to do this is giving people flexible abilities. Foxwarrior adds that flexible limitations can accomplish this just as well as useful abilities. MGuy adds that your special spotlight-hogging moment should be quick, and not an extended sequence. I add that you can generate a lot of these by converting D&D utility spells to at-will abilities.
So I'd like to start a thread collecting flexible abilities that a low-level character could use to occasionally steal the spotlight. Take something you think can work this way, give some examples of ways to apply it, list any problems the ability might generate, abilities that pair well, whatever else you think is relevant. You're both the player and the designer here, so if you want an ability to have a specific mechanic, you can apply it. Don't worry so much about balance, or whether a character got this thing from their class or species or a curse: this is a resource for game designers to cobble together something they like.
Illusions. A stationary 5' cube hologram, at will. Can be used to distract, hide the path you took, hide inside, bluff having a wide variety of other spells for intimidation / area denial purposes, and give presentations. The fact that so many of its creative applications still boil down to "does the target fall for this" is a weakness.
Mimicry. Perfectly repeat sounds you've heard. Dupe people into thinking you're someone else, distract guards with a lion's roar, act as a courier, replay unknown languages next to an interpreter. Everyone said this was good but I've been surprised just how nice it is in practice.
Flight. You fly. Automatically beats a variety of simple traps and obstacles, but this isn't so bad as long as you can't carry a party member. Great scouting tool (but this can encourage extended solo scenes). Tactically interesting on a melee character, tactically problematic combined with a ranged attack.
Force fields. A 5' square Wall Of Force, at will. Can block a door, bridge a gap, jam a trap's functioning, provide a ledge to climb up. Nice little tactical tool to tighten a choke point, repair a hole in the front line, or cover a wounded party member.
Ooze. You're a slime person. Hide by turning into a puddle, squeeze through cracks in doors for scouting/escape/thievery/assassination purposes. Good excuse to have some sort of damage resistance.
Incorporeal. You can move up to 5' deep into a surface, and through the other side if it's less than that thick. Hide inside the floor, ignore walls for scouting/escape/thievery/assassination purposes. Good excuse to have some sort of damage resistance. Generally just the same thing as being an ooze, but better. People may expect it to also come with flight and/or invisibility. Pairs well with not being able to move things.
Can't talk. Can't speak human language for whatever reason. Improvising communication is fun and often funny, but can wear thin quickly. Attaching it to a temporary ability (like Wild Shape) works to give it less time to wear out its welcome. I'd also consider a "can only talk to party members" (shy? mute with private sign language?) version, which still has a lot of the drawback but eliminates the most repetitive parts.
Can't move self. You're a potted plant. Presumably a party member carries you around and sets you down when the combat music starts. Tactically fairly interesting (I assume you have a ranged attack). Makes a lot of simple obstacles more interesting (cross the broken rope bridge... carrying a plant!). Complicates retreats a lot.
Can't move things. You can't move physical objects, maybe you're a ghost or something. Surprisingly not that debilitating (I assume you have a magic attack of some sort), since a party member can usually cover for you. More limiting in solo situations (you can't sneak up and steal the guard's keys). Complicates wounded/unconscious/dead party members a lot.
I'll be back later to add more, but I'm hoping someone has already added everything I'd think of by then.
So I'd like to start a thread collecting flexible abilities that a low-level character could use to occasionally steal the spotlight. Take something you think can work this way, give some examples of ways to apply it, list any problems the ability might generate, abilities that pair well, whatever else you think is relevant. You're both the player and the designer here, so if you want an ability to have a specific mechanic, you can apply it. Don't worry so much about balance, or whether a character got this thing from their class or species or a curse: this is a resource for game designers to cobble together something they like.
Illusions. A stationary 5' cube hologram, at will. Can be used to distract, hide the path you took, hide inside, bluff having a wide variety of other spells for intimidation / area denial purposes, and give presentations. The fact that so many of its creative applications still boil down to "does the target fall for this" is a weakness.
Mimicry. Perfectly repeat sounds you've heard. Dupe people into thinking you're someone else, distract guards with a lion's roar, act as a courier, replay unknown languages next to an interpreter. Everyone said this was good but I've been surprised just how nice it is in practice.
Flight. You fly. Automatically beats a variety of simple traps and obstacles, but this isn't so bad as long as you can't carry a party member. Great scouting tool (but this can encourage extended solo scenes). Tactically interesting on a melee character, tactically problematic combined with a ranged attack.
Force fields. A 5' square Wall Of Force, at will. Can block a door, bridge a gap, jam a trap's functioning, provide a ledge to climb up. Nice little tactical tool to tighten a choke point, repair a hole in the front line, or cover a wounded party member.
Ooze. You're a slime person. Hide by turning into a puddle, squeeze through cracks in doors for scouting/escape/thievery/assassination purposes. Good excuse to have some sort of damage resistance.
Incorporeal. You can move up to 5' deep into a surface, and through the other side if it's less than that thick. Hide inside the floor, ignore walls for scouting/escape/thievery/assassination purposes. Good excuse to have some sort of damage resistance. Generally just the same thing as being an ooze, but better. People may expect it to also come with flight and/or invisibility. Pairs well with not being able to move things.
Can't talk. Can't speak human language for whatever reason. Improvising communication is fun and often funny, but can wear thin quickly. Attaching it to a temporary ability (like Wild Shape) works to give it less time to wear out its welcome. I'd also consider a "can only talk to party members" (shy? mute with private sign language?) version, which still has a lot of the drawback but eliminates the most repetitive parts.
Can't move self. You're a potted plant. Presumably a party member carries you around and sets you down when the combat music starts. Tactically fairly interesting (I assume you have a ranged attack). Makes a lot of simple obstacles more interesting (cross the broken rope bridge... carrying a plant!). Complicates retreats a lot.
Can't move things. You can't move physical objects, maybe you're a ghost or something. Surprisingly not that debilitating (I assume you have a magic attack of some sort), since a party member can usually cover for you. More limiting in solo situations (you can't sneak up and steal the guard's keys). Complicates wounded/unconscious/dead party members a lot.
I'll be back later to add more, but I'm hoping someone has already added everything I'd think of by then.