Been a long while since I was here. There used to be a "House Rules & Homebrew" forum, but this looks like my best next shot.
I'm considering house-ruling the blind condition, as when it came up in play a few weeks back, both my players and I felt that it was too forgiving towards movement. Specifically by RAW it is possible to execute long-distance maneuvers, around corners, avoiding obstacles etc, to arrive in a tactically optimal location.
So I want to make the condition place constraints on movement. This adds some complexity, so I understand why it's not in the core game. I'm putting it up here for discussion/feedback before I present it to my group, in case it has any unforseen drawbacks or consequences.
Movement whilst blind
The goals that I want to achieve:
The consequences that I'm already aware of, and am ok with:
Can't say I'm a fan of these rules. The -5 to attack rolls, granting CA to enemies, not being able to flank and everything else Blind does already makes it one of the suckiest conditions out there. Making it so you can't do ANYTHING even remotely competently is just mean. And I don't mean metaphorically either. I'm talking "Told him his mom and dad were getting divorced and then kicking his puppy to death in front of him" mean.
As for the movement part, test this. Go out into a hallway, preferably one wth a turn. Close your eyes and walk the hall. Try and make the turn. I bet you you can do it. So if you can, no doubt a seasoned adventurer can move the ~30 or so feet his movement speed is without killing, bungling, or dooming himself.
i think you could get what youre going for while making it a lot simpler and more intuitive to use. like say they have a base 50% chance of banging into something they try to move past, or "sliding" a square if they try to move too fast, or what have you. so all you have to remember is 50%. they are already blinded and penalized as is, so this seems a reasonable percentage imo. then if they have high dex or wis you could give them a 10% bonus, low dex or wis a 10% penalty. that way you can just use the idea on the fly without having to get too detailed about situations that might never occur.
honestly though, i dont think it needs it, i like i how 4e 'blinded' is more like 'blurred', but if i were to houserule it, id keep it simple to use
Can't say I'm a fan. Besides being too complicated and fiddly, I can't see how getting (metaphorical) sand thrown into one's eyes would also cause someone to stumble around like a drunk.
What you are trying to model is total blindness - complete and total visual sensory deprivation. However, the type of blindness 4e attempts to model is more like being legally blind. You can still see, but your vision is significantly hampered, and you probably shouldn't be allowed to drive a forklift.
And I find it a bit jarring that, with some luck, being blinded could actually allow you to move further than you normally would. While unlikely to happen very often, I still have to ask "Wat?"
If you just want the Blind condition to hamper movement, there are simpler ways. For example, you could simply add something like "you are slowed" or "your speed is reduced by 2 (to a minimum of 2)" or "you treat each square as difficult terrain" (though this would hamper shifting).
You could even take it a step further and treat this as a new condition. Call it "Total Blindness" and have it exist alongside the original Blind condition. Your onion now has layers.
Chiming in with the same general feedback: Too complicated for little pay-off.
If you feel blinded should have more "oomph" I would suggest only cutting speed in half and leaving it at that.
I'll second that... Half speed.
If you really want to get into it, allow them to move full speed but require a saving throw at the end of the movement to avoid falling prone.
There's actually a "Homebrew Campaigns" forum further down that the old homebrew forum got baked into. I don't think there's a need to repost down there, but now you're aware of it.
And yeah, this is too complicated and potentially unbalancing. The blinded condition is now strictly more powerful, which you said you're okay with, but still. Now instead of just making it hard to fight, a little bad luck could make it impossible. Just change the condition name to "partially blind" or "blurred vision" or something. That's what it's supposed to emulate anyways.
. . . these things happened in the game and led to head-scratching from players quite happy to accept 4E's flexibility and gamist approach elsewhere.
I'd like these things to be harder for a blind character, but not impossible. I'm willing to to set the bar quite low - just something that gives the feel that these things are harder, not something that gimps a blinded character. Perhaps I'd need to give back flanking or similar, from other feedback, too, to prevent blind being too vicious.
I have also toyed with the idea of simply have the player turn around and describe the PCs movement without seeing the board, as it would probably get some laughs, and could be played without changing any end results . . .
The problem is you're forgetting something. The adventurers know what the area looks like. They saw it. It's not that hard for someone, even if they can't see, to avoid a immobile obstacle. Like I said, try walking though a dark room. Odds are you know they layout well enough to kill yourself.
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