[RPG] Are there serious drawbacks to being Deafened

conditionsdnd-4ehearing

"Oh! Yes… you are also deaf until you save".
"What?" .
"You are deaf until you save!"
"What?" Giggles.

In 4th edition the deafened condition is not really a tough one: a penalty to Perception checks. The most significant drawback is that you can't hear your comrades and thus you'd miss some benefit from leaders' features, while back in 3.X editions deafened caused at least a little thrill to casters.

  • Am I wrong in judging the seriousness of this condition? Am I missing something?
  • Do you ever found useless the deafening rider effect of some attacks (both PC's and monster's)?
  • Did this condition ever caused your party some perceivable trouble/advantage?
  • If not, did you ever feel the urge to make this condition more fearful? If yes, how did you manage it?

Thank you.

Best Answer

Deafened reads:

Deafened

• You can’t hear anything.

• You take a -10 penalty to Perception checks

Thus, from a purely rules standpoint, rogues in combat love deafened. A sniper build (half-elf scout+seeker+darkstrider) is seriously enhanced from a screaming bow:

Property: When you use this weapon to hit an enemy with an attack power that doesn’t have a damage type, the attack deals thunder damage, and the enemy is deafened until the end of your next turn.

People the sniper is hiding from will not find her if she hits with her bow. Beyond that, there are tactical implications for interrupting communications on some battlefields. While mindless beasts will still charge, ask your DM to note that complex enemy tactics may require some communication. There are also a few monsters that have sound based powers.

From a DM perspective, lurkers love inflicting deafened. Then attacked party members have no perception to speak of. And the DM should rightfully ban table-talk. By removing perception and the coordination that communications brings, it is a truly vicious power against high-functioning parties.