Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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b-but it's fantasy, it's not realistic at all! I can be whatever I want!
I would never tell a player that he's not allowed to play such a character, but I would also tell him that it's his fucking problem if the group has to make a quick getaway and run into a narrow flight of stairs. Just cause I don't want to tell people what to play doesn't mean I have to change my entire setting to accomodate them and make everything take place at a flat ground level with handicapped-accessible buildings everyhwere.

When someone wants to play a rogue in a wheelchair, it's not my problem when all his plans of awesome thievery are cut short by something like this:
knee-rail3.jpg
 
It's probably in the official write up.

Yeah I don't get how playing a character like this in a fantasy setting with magical healing and restoration would be practical. Plus there is the whole how they move through narrow places, ect..

Thanks. I googled it but couldn't actually find the homebrew. I think its time for....

TABLETOP ROLEPLAYING GAMES REVIEWS! COMBAT WHEELCHAIR EDITION!

The homebrew starts off fluffy, telling us what the wheel chair is. Apparently first-rate artificers have disabled consultants that made wheel chairs specifically to make a comfortable, practical wheel chair based off of those used in sports. After a brief explanation the homebrew jumps into passively aggressively justifying itself "What, you think its unfair that we give the wheelchair these things? Its totally necessary for them to act like a normal party member get off my back!". This is how we're introduced to things like the fact it can magically fly down stairs just so you can use the stairs in it. When I say its passive aggressive I mean its very passive aggressive.

sample.png


It continues trying to passively aggressively justify its existence. into the next page. Apparently some people don't want to be given the ability to walk, how abalist of you to assume that someone's literally crippling disability is a burden to them! It then says you don't have to use this supplement if you have a problem with it, get off my back why don't you. I don't think I've ever read any homebrew that just assumes by default the reader instinctively hates it and attempts first and foremost to try and make itself less hated.

We go into a section called Profeciences. You think this would be more crunchy but it just says you get Tinkerer's Tools and are considered using the chair proficiently just for everything. The wheelchair is portable and can be folded up, weighing 25 pounds without equipment. This seems to be incredibly light by modern standards, but whatever. Its versatile! It can be used for any builds! How? Maybe it will tell us later. It counts as part of you so you don't break it or end up on the ground if you transform (much like clothing, so fair enough). It comes with free gloves and a backpack! Wow!

Now we finally get to the features of the chair. Basically they throw in a bunch of things a modern wheelchair would have for no clear reason. If you're looking for crunch I still haven't really found any. It has wheels that can go over terrain! More pouches! It can tilt up so you can get out of it easier! It has a seat belt! The seat belt has vague rules stating you can't be thrown out of the chair with it on, the rest is pure fluff.

Then it begins talking about magic "beacon stones" that allow it to go down stairs and act as a electric wheelchair. These "factory made" stones can't be dispelled just because they're that special. We finally get a rule, everyone using the wheelchair has a base movement speed of 25 feet. Next we get more fluffy sperging about how the wheelchair can go down stairs, after being told twice that it can do just that, with a detailed description of exactly what you have to tap and what you have to guide to make it work.

All that tapping can now be ignored if you use the rules provided to make it magically respond to you telepathically. Still not effected by dispel magic just because.

Next section is Actions! Crunchy time! You can hit people with your wheelchair like a weapon. Hit the target with your wheels for 1d6+mods. Ram them for 1d6+mods+pushback. Run over someone on the ground for 1d8+mods.

Now what if the bad guys just target the wheelchair? Well here are the durability rules! It can withstand three critical hits before needing repairs! At this level of damage the damage doesn't do...anything but make you need repairs. You have to take "3x" the amount it can withstand to be unusable....so 9 critical hits I guess. Without repairing it. I'm reading the V2 but there are occasionally typos, very visible in this section with "Onky". I'm not much of a DND player and can't really tell you how sturdy or expensive these things are (200 gp for a new chair! 500 to have it rebuilt to keep your upgrades!). I'm not even sure what edition this is supposed to be for.

If a particularly hilarious situation causes your wheel chair guy to take fall damage, this gives you one "critical hit" per 60 feet. So you need to fall 540 feet to break the chair. I think that would probably break you first.

It continues with some more optional rules, after telling you that all the rules are already optional. You can Hotwheels down a hill at twice your speed dealing 4 additional damage to ramming and running over. You have an advantage on saving throws to get knocked prone (I think that tells us what edition this is...). Magic items can effect you and your wheelchair so you can take it flying with you using Boots of Flying. You can also use mounted combat rules with the wheelchair if you feel like. It comes with a free mounted weapon if you use these rules just because.

Want to start out with a 200gp wheelchair? Ask for it and the GM will give it to you for free just because.

It is here that I realize this thing is actually 18 pages long instead of 8. I'll finish my review in the next post in a couple of hours. The rest of the book is filled with "upgrades" to the wheel chair that mare or may not contain something to make fun of.
 
Thanks. I googled it but couldn't actually find the homebrew. I think its time for....

TABLETOP ROLEPLAYING GAMES REVIEWS! COMBAT WHEELCHAIR EDITION!

The homebrew starts off fluffy, telling us what the wheel chair is. Apparently first-rate artificers have disabled consultants that made wheel chairs specifically to make a comfortable, practical wheel chair based off of those used in sports. After a brief explanation the homebrew jumps into passively aggressively justifying itself "What, you think its unfair that we give the wheelchair these things? Its totally necessary for them to act like a normal party member get off my back!". This is how we're introduced to things like the fact it can magically fly down stairs just so you can use the stairs in it. When I say its passive aggressive I mean its very passive aggressive.

View attachment 1526980

It continues trying to passively aggressively justify its existence. into the next page. Apparently some people don't want to be given the ability to walk, how abalist of you to assume that someone's literally crippling disability is a burden to them! It then says you don't have to use this supplement if you have a problem with it, get off my back why don't you. I don't think I've ever read any homebrew that just assumes by default the reader instinctively hates it and attempts first and foremost to try and make itself less hated.

We go into a section called Profeciences. You think this would be more crunchy but it just says you get Tinkerer's Tools and are considered using the chair proficiently just for everything. The wheelchair is portable and can be folded up, weighing 25 pounds without equipment. This seems to be incredibly light by modern standards, but whatever. Its versatile! It can be used for any builds! How? Maybe it will tell us later. It counts as part of you so you don't break it or end up on the ground if you transform (much like clothing, so fair enough). It comes with free gloves and a backpack! Wow!

Now we finally get to the features of the chair. Basically they throw in a bunch of things a modern wheelchair would have for no clear reason. If you're looking for crunch I still haven't really found any. It has wheels that can go over terrain! More pouches! It can tilt up so you can get out of it easier! It has a seat belt! The seat belt has vague rules stating you can't be thrown out of the chair with it on, the rest is pure fluff.

Then it begins talking about magic "beacon stones" that allow it to go down stairs and act as a electric wheelchair. These "factory made" stones can't be dispelled just because they're that special. We finally get a rule, everyone using the wheelchair has a base movement speed of 25 feet. Next we get more fluffy sperging about how the wheelchair can go down stairs, after being told twice that it can do just that, with a detailed description of exactly what you have to tap and what you have to guide to make it work.

All that tapping can now be ignored if you use the rules provided to make it magically respond to you telepathically. Still not effected by dispel magic just because.

Next section is Actions! Crunchy time! You can hit people with your wheelchair like a weapon. Hit the target with your wheels for 1d6+mods. Ram them for 1d6+mods+pushback. Run over someone on the ground for 1d8+mods.

Now what if the bad guys just target the wheelchair? Well here are the durability rules! It can withstand three critical hits before needing repairs! At this level of damage the damage doesn't do...anything but make you need repairs. You have to take "3x" the amount it can withstand to be unusable....so 9 critical hits I guess. Without repairing it. I'm reading the V2 but there are occasionally typos, very visible in this section with "Onky". I'm not much of a DND player and can't really tell you how sturdy or expensive these things are (200 gp for a new chair! 500 to have it rebuilt to keep your upgrades!). I'm not even sure what edition this is supposed to be for.

If a particularly hilarious situation causes your wheel chair guy to take fall damage, this gives you one "critical hit" per 60 feet. So you need to fall 540 feet to break the chair. I think that would probably break you first.

It continues with some more optional rules, after telling you that all the rules are already optional. You can Hotwheels down a hill at twice your speed dealing 4 additional damage to ramming and running over. You have an advantage on saving throws to get knocked prone (I think that tells us what edition this is...). Magic items can effect you and your wheelchair so you can take it flying with you using Boots of Flying. You can also use mounted combat rules with the wheelchair if you feel like. It comes with a free mounted weapon if you use these rules just because.

Want to start out with a 200gp wheelchair? Ask for it and the GM will give it to you for free just because.

It is here that I realize this thing is actually 18 pages long instead of 8. I'll finish my review in the next post in a couple of hours. The rest of the book is filled with "upgrades" to the wheel chair that mare or may not contain something to make fun of.
18 pages?

Are those wheelchairs or fucking fantasy mecha? Do they get called BattleChairs at any point?
 
18 pages?

Are those wheelchairs or fucking fantasy mecha? Do they get called BattleChairs at any point?

They're called Combat Wheelchairs at all points. Do they become fantasy mecha? Well...


At the base, the author shouts about how it doesn't make the adventurer any better than his walking companions. Half the crunch can be written down as "you can move and also hit people with it", so its pretty true. I personally don't think anyone would mind if it was somehow better given that you are investing in an item already...so we go into the second half of the homebrew! By weight this is almost 50% Upgrades!

A wheelchair can have two upgrades at a time. Each has a gold cost, weight cost, and a statement of what Upgrades they can't work with.

>Agile Suspension: Fancy upgrade gives you Advantage for dex saving throws.
>All-terrain Tires: Lets you go over more terrain. You where not specifically barred from going over this terrain before, IIRC. Costs almost double the Agile Suspension and gives price per wheel just in case you only want to go in circles on said terrain.
>Arcane Absorption: Gives advantage against elemental attacks. Also immune to ever being dispelled. Wheel chairs are both immune to lightning and dispelling its just science.
>Armored Plates: +2 AC with a host of disadvantages. Doubles the amount of hits your chair can take (which is written twice lol. Editing guys). This is probably why the "how many it takes to destroy it" thing was worded the way it was. A couple of metal plates cost twice Arcane Absorption does.
>Floats: Wheelchair can mechanically become a rowboat. Nothing about what happens if it pops and a crippled guy gets thrown into the harsh waters of the world.
>Mounted Sniper: You get a gun/crossbow on a swivel. This gives absolutely no advantage over just using it like normal.
>Parting Ram: Turns your wheelchair into a battering ram. Specifically encourages party members to ram you into doors. Provides cover, makes you knock down instead of push back people you ram into, and is much cheaper than anything so far.
>Razor Edges: Mad-max your wheel chair with sharp bits strategically placed so you don't lose access you your remaining limbs if you decide to push your wheels with your hands. Add 1d4 damage to the tire attack from earlier.
>Scatter Tacks: The spy car thing where you drop spikes behind you, but in a wheelchair. Super cheap. Slows down anyone behind you and does minor damage.
>Shin Shredders: Basically Razor Edges, but this time its in the center of the wheel so its different! Adds 2 damage to tire attacks and gives a foe disadvantage to attack if they fail a roll. Specifically says you can get both for 1d6 bludgeoning +1d4 + 2 + strength/dex bonus damage.
>Spider Legs: Finally answered the question of "Can you turn these into fantasy mecha?" with a "yes". 8 mechanical spider legs pop out with a button, let you move up walls and across the ceiling in additional terrain, increase your movement speed to 40, and is given the ability to move by the powers of hell. 18 AC for the legs. Presumably does whatever a spider does. Its drawbacks are that it can only last one hour before needing two hours to recharge, it costs significantly more than any other gear at 3500 GP, and worst of all you cant use Floats with it :(. Dispel magic still doesn't work for no clear reason.
>Suppression Tires: Sneaky tires that don't make sound giving you an advantage on stealth. Can't be used on the terrain outlined in All-terrain tires, but you're not specifically barred from getting both for unclear reasons. Still has the price per individual tire just in case you only want one leg to be stealthy. I wonder if they're the type to give prices for one boot?
>Thunder Trip: Cast two Thunderwaves for free even if you can't use magic. Recharges every day.

A page says some things don't count (NO YOU CAN'T JUST ADD A SHIELD AND GET AC YOU HAVE TO USE THE UPGRADE!), and says you can make up your own. You can also just hang things on it if you feel like.

The last two pages are mostly taken up with a short list of patreon sponsors, and then a half-a-page long piece about the author, half of which is begging for money/a job while the other half is saying how disabled she is.

Overall there are some interesting ideas. I don't think it is completely unplayable, if someone wants to play a Battlechair who basically uses a horseless chariot to run across the battlefield you can get that here. There was however no attempt to make things setting appropriate at all. It was incredibly hostile to the very idea that it was setting inappropriate. If you think its setting inappropriate then screw you basically. It was very much a modern/futuristic wheelchair with explicitly modern features (including pointlessly anachronistic ones that have nothing to do with magic). Someone clearly just wanted to jam a wheelchair into the setting, then went around thinking "wouldn't it be cool if I added X?" then did so. It even ignores the potential drawbacks of going around on a magic wheelchair in-setting like "what if someone talks the magic away?" Without the upgrades its mostly flavor (as you would assume was intended from the constant cries of "I don't want to make this better than walking people!"), and I don't notice anything particularly broken or exploitable to munchkins (unless there is like, a species that moves really slow but is really strong. You could probably use this as a workaround).

One last thing I almost missed on a separate sheet: a Background for Wheelchair Athletes. Their Feature is essentially useless and lets you play that sport with your team in any relatively inhabited area. Apparently there are just a bunch of people going around in magic wheel chairs ready to play sports in them. Like I said they really don't think about setting implications. Anyway there are brief rules for how to roll how you win, but winning or loosing sports doesn't really do anything so it isn't exactly practical. Slightly more practical you can ask your old team for help. As long as it isn't hazardous.

Most of the personality suggestions run around sports. The Ideals are all either Lawful or Good except one where your guy is a dirty cheater and gets Chaotic. Everything is basically sports cliches that have absolutely nothing to do with being in a wheel chair, you could take the title and change it to "athlete" and absolutely nothing about it would change.
 
Thanks. I googled it but couldn't actually find the homebrew. I think its time for....

TABLETOP ROLEPLAYING GAMES REVIEWS! COMBAT WHEELCHAIR EDITION!

The homebrew starts off fluffy, telling us what the wheel chair is. Apparently first-rate artificers have disabled consultants that made wheel chairs specifically to make a comfortable, practical wheel chair based off of those used in sports. After a brief explanation the homebrew jumps into passively aggressively justifying itself "What, you think its unfair that we give the wheelchair these things? Its totally necessary for them to act like a normal party member get off my back!". This is how we're introduced to things like the fact it can magically fly down stairs just so you can use the stairs in it. When I say its passive aggressive I mean its very passive aggressive.

View attachment 1526980

It continues trying to passively aggressively justify its existence. into the next page. Apparently some people don't want to be given the ability to walk, how abalist of you to assume that someone's literally crippling disability is a burden to them! It then says you don't have to use this supplement if you have a problem with it, get off my back why don't you. I don't think I've ever read any homebrew that just assumes by default the reader instinctively hates it and attempts first and foremost to try and make itself less hated.

We go into a section called Profeciences. You think this would be more crunchy but it just says you get Tinkerer's Tools and are considered using the chair proficiently just for everything. The wheelchair is portable and can be folded up, weighing 25 pounds without equipment. This seems to be incredibly light by modern standards, but whatever. Its versatile! It can be used for any builds! How? Maybe it will tell us later. It counts as part of you so you don't break it or end up on the ground if you transform (much like clothing, so fair enough). It comes with free gloves and a backpack! Wow!

Now we finally get to the features of the chair. Basically they throw in a bunch of things a modern wheelchair would have for no clear reason. If you're looking for crunch I still haven't really found any. It has wheels that can go over terrain! More pouches! It can tilt up so you can get out of it easier! It has a seat belt! The seat belt has vague rules stating you can't be thrown out of the chair with it on, the rest is pure fluff.

Then it begins talking about magic "beacon stones" that allow it to go down stairs and act as a electric wheelchair. These "factory made" stones can't be dispelled just because they're that special. We finally get a rule, everyone using the wheelchair has a base movement speed of 25 feet. Next we get more fluffy sperging about how the wheelchair can go down stairs, after being told twice that it can do just that, with a detailed description of exactly what you have to tap and what you have to guide to make it work.

All that tapping can now be ignored if you use the rules provided to make it magically respond to you telepathically. Still not effected by dispel magic just because.

Next section is Actions! Crunchy time! You can hit people with your wheelchair like a weapon. Hit the target with your wheels for 1d6+mods. Ram them for 1d6+mods+pushback. Run over someone on the ground for 1d8+mods.

Now what if the bad guys just target the wheelchair? Well here are the durability rules! It can withstand three critical hits before needing repairs! At this level of damage the damage doesn't do...anything but make you need repairs. You have to take "3x" the amount it can withstand to be unusable....so 9 critical hits I guess. Without repairing it. I'm reading the V2 but there are occasionally typos, very visible in this section with "Onky". I'm not much of a DND player and can't really tell you how sturdy or expensive these things are (200 gp for a new chair! 500 to have it rebuilt to keep your upgrades!). I'm not even sure what edition this is supposed to be for.

If a particularly hilarious situation causes your wheel chair guy to take fall damage, this gives you one "critical hit" per 60 feet. So you need to fall 540 feet to break the chair. I think that would probably break you first.

It continues with some more optional rules, after telling you that all the rules are already optional. You can Hotwheels down a hill at twice your speed dealing 4 additional damage to ramming and running over. You have an advantage on saving throws to get knocked prone (I think that tells us what edition this is...). Magic items can effect you and your wheelchair so you can take it flying with you using Boots of Flying. You can also use mounted combat rules with the wheelchair if you feel like. It comes with a free mounted weapon if you use these rules just because.

Want to start out with a 200gp wheelchair? Ask for it and the GM will give it to you for free just because.

It is here that I realize this thing is actually 18 pages long instead of 8. I'll finish my review in the next post in a couple of hours. The rest of the book is filled with "upgrades" to the wheel chair that mare or may not contain something to make fun of.
I like how they had to desperately invent a new rulesystem just to avoid having the cripples getting their chair broken by ogre clubs or knocked over by goblins or stymied by stairs. Also love how apparently these enchantments can't be disjunctioned or negated by Antimagic fields. Also... why not just enchant a fucking chair with a permanent fly? It does the same thing and negates all of the terrain and stairs bullshit too.

As for the critical hits bullshit, I guess it having an HP and hardness pool was too much for this smoothbrain. Much too hard to do some actual crunch, especially since they're super insecure about the crippled people they're clearly speaking for and are not a member of.

They even know this is worthless since they had to make excuses for its existence in a world you can do something like "greater restoration" and fix, or just hire the ogre to carry you on its shoulders.

They can't even be fucked to do editing, meaning they have no pride in their work and this is just for attention.
 
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I like how they had to desperately invent a new rulesystem just to avoid having the cripples getting their chair broken by ogre clubs or knocked over by goblins or stymied by stairs. Also love how apparently these enchantments can't be disjunctioned or negated by Antimagic fields.\

As for the critical hits bullshit, I guess it having an HP and hardness pool was too much for this smoothbrain. Much too hard to do some actual crunch, especially since they're super insecure about the crippled people they're clearly speaking for and are not a member of.

They even know this is worthless since they had to make excuses for its existence in a world you can do something like "greater restoration" and fix, or just hire the ogre to carry you on its shoulders.

They can't even be fucked to do editing, meaning they have no pride in their work and this is just for attention.

Yeah, it basically means that a wheelchair is indestructible and immune to anything that you would logically use to stop it. In effect they want the wheelchair to make someone exactly like a normal adventurer, and you can't make a normal adventurer unable to walk by dispelling them right? It is also probably meant to remove the effort from power scaling. If it has X hitpoints than suddenly the wheel chair gets charred to a crisp by a high level AoE spell that just mildly annoys the rider.

The author keeps saying that she's disabled, and her twitter profile says she has "HeDs" aka Hypermobile type Ehlers-Danlos syndrome +CL (no idea), which could potentially put her in a wheel chair (:optimistic:).

She has other, equally amusing homebrew. Some for the Witcher like...the power of arthritis! You can tell when its raining! You can make stones to make the pain stop!
 
I wouldn't mind those chairs in a campy high-magic or hardcore steampunk setting. That's clearly what they're made for, and they'd fit right in in a setting like Warcraft.

Quite honestly they could be made much simpler and easier to understand and run if the author really knew what they were talking about. Ditching the clunky "critical hits" system and going for the standard "HP and hardness" for normal objects works fine. Yes, you can have your chair broken from under you. Big whoop. Gather the pieces and fix the chair in five minutes at the end of the encounter (Mending is just a damn cantrip after all) and keep going. Any attacks that are going against your chair aren't attacks that are hitting you, so a sturdy BattleChair (let's hope Harmony Gold doesn't have a copyright on those) basically counts as a pool of extra HP.

Another issue is that whole supplement, despite advertising itself as setting-agnostic, doesn't work on any kind of low-magic, more realistic setting. Even the most basic chair, with its bizarre baked-in sturdiness and the ability to allow the character to be exactly as capable as an able-bodied character in level ground combat, would be an item of legends in the Lord of the Rings. The goddamn Arkenstone would be embedded behind the headrest of that thing.

In the end all that text commits the gravest sin with regards to playing a handicapped character:

It bypasses all the problems a handicapped character would have.
The character is just... an able-bodied character with a videogame-style wheelchair "skin" and a bunch of unnecessary rules reminders tacked on to the end of their character sheet. What's the point?

This is the equivalent of a player walking up to a GM and saying "hey, I want to play a deaf character!". The GM thinks about it for a second, figures out things like how sonic damage and certain monsters would work, as well as the relevant penalties to skill checks and saves, and he's about to give it the green light when the player continues: "Oh, but I want to have a non-magical, perfectly functional hearing aid that's permanently affixed to my character and cannot be removed without their permission! And I want to have it from level 1! Without cutting into my initial budget!"

It should be pretty obvious what the issue is there.

There are tons of interesting things you can do, narratively, with a character in a wheelchair. They all revolve around finding creative solutions to a disadvantageous situation (not having functional legs), or finding new uses for things you already have (the chair). This supplement does neither.

(Also, that Athlete background is fucking laughable. In a setting where you have to actually work to eat, people don't grow up athletes. Doubly so if they're handicapped from birth. They practice in their free time, or learn to do something productive with their functioning limbs. It would have worked far better as some sort of feat instead.)
 
"There just...isn't any reason to play a wheel chair in any setting where people can casually replace lost limbs unless you just want to be a special snowflake.
It all boils down to that really, be a snowflake. My group has had campaigns were damage or magic made our characters lose limbs or cripple them, only to have them fixed a few sessions in sinece healing magic is a thing (and being constantly disadvantaged is not fun) or times where someone played a dude missing an arm or a leg but had an artificer make advanced prosthetics (think fullmetal alchemist) for them.

I am thankful my group doesn't have jackasses who want to play with character concepts like the wheelchair one, which will be a minor annoyance at most and a detriment to everyone else at worst. The closest I can think of is when a friend was running a modern game and in comes this asshole, who had been hanging out with wokies as of late, wanting to play a FTM transexual. I was so damn glad I declined joining because between my friend being kind of a sped, leading him to do unsavory things such as having a villain rape a PC (the tranny no less) and the woke asshole (amongst other players) being easily upset it was a miserable experience, with sessions often being called off due to drama, before the game was ultimately cancelled.

Edit: In general I hate when people try WAY TOO HARD to make an unique character for whatever reason it may be, two decades ago it was all bisexual heterochromic angel catgirls, now it is troons, cripples and autistic characters. All this obsession with being unique tells me is that you are too creatively bankrupt to make an interesting character and have to rely on these clutches or are trying to virtue signal to earn those sweet brownie points. You could easily tell the "I am not happy with my identity" shit with a dozen other concepts without needing to make your character a troon, same with the cripple: have an augment/spell/prosthetic that lets your character perform normally. I do not know any wheelchair bound people irl who would not want to be able to walk again with their own two legs.
 
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I would never tell a player that he's not allowed to play such a character, but I would also tell him that it's his fucking problem if the group has to make a quick getaway and run into a narrow flight of stairs. Just cause I don't want to tell people what to play doesn't mean I have to change my entire setting to accomodate them and make everything take place at a flat ground level with handicapped-accessible buildings everyhwere.

When someone wants to play a rogue in a wheelchair, it's not my problem when all his plans of awesome thievery are cut short by something like this:

I agree, but at some point you have to draw line, good luck trying to explain to some people why they can be one but not the other.

They're called Combat Wheelchairs at all points. Do they become fantasy mecha? Well...

chance to repost this:
 
I agree, but at some point you have to draw line, good luck trying to explain to some people why they can be one but not the other.
I don't have to explain shit. I tell them "play whatever you want, but deal with the consequences". The setting won't suddenly grow convenient ramps and elevators for them. If someone would be dumb enough to play something as ridiculous as a rogue in a wheelchair, the first time he attempts to sneak into a building will be the last time he's going to try that.
To put it bluntly, if a player describes that his character is going to press a loaded gun to their temple and pull the trigger, my job as a DM is not to turn that gun into a super soaker, just so the guy doesn't kill his character. I'll give a very colorful description of his death and if he goes salty, I'll ask him what he expected to happen.
When a player decides to make his character useless, it's his problem, and maybe that of the group (if they even decide to tag him along).

Now, having an established character end up in a wheelchair for an adventure, that could be very interesting, but only as a bit of a change of pace for the group.
 
It's probably in the official write up.

Yeah I don't get how playing a character like this in a fantasy setting with magical healing and restoration would be practical. Plus there is the whole how they move through narrow places, ect..

Ars Magica solves the problem of disabled characters in setting where magical healing for PCs is plentiful by counting all Flaws like Blind or Crippled picked at character creation as that particular character's essential nature which cannot be altered by magic (though now that I think about it, there's a few mystery cult initiations that could get around this limitation at least temporarily). Various self-mutilations done as part of initiation into mysteries are also exempt from magic healing.
 
Just push them out of the wheelchair and leave. It's that easy.
 
Thanks. I googled it but couldn't actually find the homebrew. I think its time for....

TABLETOP ROLEPLAYING GAMES REVIEWS! COMBAT WHEELCHAIR EDITION!

The homebrew starts off fluffy, telling us what the wheel chair is. Apparently first-rate artificers have disabled consultants that made wheel chairs specifically to make a comfortable, practical wheel chair based off of those used in sports. After a brief explanation the homebrew jumps into passively aggressively justifying itself "What, you think its unfair that we give the wheelchair these things? Its totally necessary for them to act like a normal party member get off my back!". This is how we're introduced to things like the fact it can magically fly down stairs just so you can use the stairs in it. When I say its passive aggressive I mean its very passive aggressive.

View attachment 1526980

It continues trying to passively aggressively justify its existence. into the next page. Apparently some people don't want to be given the ability to walk, how abalist of you to assume that someone's literally crippling disability is a burden to them! It then says you don't have to use this supplement if you have a problem with it, get off my back why don't you. I don't think I've ever read any homebrew that just assumes by default the reader instinctively hates it and attempts first and foremost to try and make itself less hated.

We go into a section called Profeciences. You think this would be more crunchy but it just says you get Tinkerer's Tools and are considered using the chair proficiently just for everything. The wheelchair is portable and can be folded up, weighing 25 pounds without equipment. This seems to be incredibly light by modern standards, but whatever. Its versatile! It can be used for any builds! How? Maybe it will tell us later. It counts as part of you so you don't break it or end up on the ground if you transform (much like clothing, so fair enough). It comes with free gloves and a backpack! Wow!

Now we finally get to the features of the chair. Basically they throw in a bunch of things a modern wheelchair would have for no clear reason. If you're looking for crunch I still haven't really found any. It has wheels that can go over terrain! More pouches! It can tilt up so you can get out of it easier! It has a seat belt! The seat belt has vague rules stating you can't be thrown out of the chair with it on, the rest is pure fluff.

Then it begins talking about magic "beacon stones" that allow it to go down stairs and act as a electric wheelchair. These "factory made" stones can't be dispelled just because they're that special. We finally get a rule, everyone using the wheelchair has a base movement speed of 25 feet. Next we get more fluffy sperging about how the wheelchair can go down stairs, after being told twice that it can do just that, with a detailed description of exactly what you have to tap and what you have to guide to make it work.

All that tapping can now be ignored if you use the rules provided to make it magically respond to you telepathically. Still not effected by dispel magic just because.

Next section is Actions! Crunchy time! You can hit people with your wheelchair like a weapon. Hit the target with your wheels for 1d6+mods. Ram them for 1d6+mods+pushback. Run over someone on the ground for 1d8+mods.

Now what if the bad guys just target the wheelchair? Well here are the durability rules! It can withstand three critical hits before needing repairs! At this level of damage the damage doesn't do...anything but make you need repairs. You have to take "3x" the amount it can withstand to be unusable....so 9 critical hits I guess. Without repairing it. I'm reading the V2 but there are occasionally typos, very visible in this section with "Onky". I'm not much of a DND player and can't really tell you how sturdy or expensive these things are (200 gp for a new chair! 500 to have it rebuilt to keep your upgrades!). I'm not even sure what edition this is supposed to be for.

If a particularly hilarious situation causes your wheel chair guy to take fall damage, this gives you one "critical hit" per 60 feet. So you need to fall 540 feet to break the chair. I think that would probably break you first.

It continues with some more optional rules, after telling you that all the rules are already optional. You can Hotwheels down a hill at twice your speed dealing 4 additional damage to ramming and running over. You have an advantage on saving throws to get knocked prone (I think that tells us what edition this is...). Magic items can effect you and your wheelchair so you can take it flying with you using Boots of Flying. You can also use mounted combat rules with the wheelchair if you feel like. It comes with a free mounted weapon if you use these rules just because.

Want to start out with a 200gp wheelchair? Ask for it and the GM will give it to you for free just because.

It is here that I realize this thing is actually 18 pages long instead of 8. I'll finish my review in the next post in a couple of hours. The rest of the book is filled with "upgrades" to the wheel chair that mare or may not contain something to make fun of.
I'm going to reference D&D 5e because it's the most common, and the artificer class is probably what they're referring to. But this item would have to be a very rare (second to last tier of rarity iirc), if not legendary with all the stuff it can do. Being practically immune to certain spells and damage, it definitely would be. Shit like that would be expensive. Magic item prices vary from GM to GM depending on how much money they throw at you in a campaign. But you're looking at thousands if not tens of thousands of gold for it. My GM likes to give players an "uncommon" magic item at the beginning of a campaign for fun but that's only like a few hundred gold max. That wheelchair would not be so cheap.

Tbh I feel like a more fun idea for a character who legit can't walk would just be a cavalier fighter/have a mount. Sure, unless they are magically summoned from a spell they can die for real. But you could strap bags and weapons to it, and depending on the mount they could fly up stairs or swim across water. A wheelchair can't do those. But anyway. I'm not averse to trying to make wheelchairs work. But the homebrew here, for instance, would be cheating the game mechanics.
 
A wheelchair character is like a blind or deaf one; interesting if you actually want to try and roleplay the consequences, but once you have the GP, you can fix that pretty easily with items like Greater Restoration. Admittedly it's further in the future than expected, but that's what wondrous items are for.

You'd still also have to deal with the consequences, ie goblins stealing your wheels to play frisbee with them.
 
Ars Magica solves the problem of disabled characters in setting where magical healing for PCs is plentiful by counting all Flaws like Blind or Crippled picked at character creation as that particular character's essential nature which cannot be altered by magic (though now that I think about it, there's a few mystery cult initiations that could get around this limitation at least temporarily). Various self-mutilations done as part of initiation into mysteries are also exempt from magic healing.

I'm not sure that really solves the problem, it more just kinda ignores it and shouts "THIS IS HOW MAGIC WORKS DEAL WITH IT!".

Goblins stole my wheelchair

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The finest murderous hobos on the farms have undertaken this valiant quest.
 
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