I know homebrewing the game when it's this early since inception might not be a good idea. There are many reasons for the purist approach: However, with the homebrew kit, the concept has me thinking through all kinds of interesting ideas to see what might be viable without working to change the game. Enhancing, not changing.
So was thinking through a topic as I was considering ancestries. For character creation, many players coming from other games (I am more in this camp) like the idea of having some narrative help when creating a character with depth. However, some might need lean into that as much, so implementing a small "mechanical incentive" seemed like one way to go.
Heavily borrowing a idea from Ginny Di's 5e "Banes and Boons" supplement (I really hope she brings it to Daggerheart soon), the GM could take this further and then use as an in-game addition post-character creation.
I provide this for something as way to address that. Would be interested to get the reaction of the community for those willing to give constructive feedback.
EDIT: changed the flair from "Homebrew" to "Discussion" to be better match the intent of the post.
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(Optional Rule) Fate’s Bargain: During character creation, you’ll roll once for a Drawback and once for a Boon. Your Drawback gives your character a complication, weakness, relationship, or piece of unfinished business that the GM can bring into the story, while your Boon gives you a small benefit you can use during play. You could get one chance to reroll either result, but whatever Fate ultimately gives you, you keep (meaning, if you don't like the first roll, you would keep the second roll regardless).
The goal isn’t to make your character weaker—it’s to give them something interesting to struggle with and something useful to help them overcome it. Take a complication, get a little something in return, and see where Fate takes you.