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#1
nicethugbert

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I was just looking through Heroes of Horror.  It's jam packed with mechnisms for making fear physically meaningful which provides solid hook into story telling.  Here is a sampling.

  • Chapter 4: Rules of Horror . . . . . . . . . . . . . . . .59
  • Dread . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
  • Shock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
  • Weariness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
  • Illness and Despair . . . . . . . . . . . . . . . . . . . . .60
  • Obsession . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
  • Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
  • Alternative Degrees of Fear . . . . . . . . . . . . .61
  • Escalating Fear . . . . . . . . . . . . . . . . . . . . . . . . .61
  • Phobias . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
  • The Taint of Evil . . . . . . . . . . . . . . . . . . . . . . . . . .62
  • Effects of Taint . . . . . . . . . . . . . . . . . . . . . . . . .63
  • Physical Symptoms . . . . . . . . . . . . . . . . . . . . .63
  • Mental Symptoms . . . . . . . . . . . . . . . . . . . . . .65
  • Taint and Alignment . . . . . . . . . . . . . . . . . . .67
  • Cleansing Taint . . . . . . . . . . . . . . . . . . . . . . . .67
  • Horror Environments . . . . . . . . . . . . . . . . . . . . .68
  • Tainted Locations . . . . . . . . . . . . . . . . . . . . . .68
  • Dread Effects . . . . . . . . . . . . . . . . . . . . . . . . . . .68
  • Haunting Presences . . . . . . . . . . . . . . . . . . . .69
  • Mortuary Terrain . . . . . . . . . . . . . . . . . . . . . .72
  • Campaign Rules . . . . . . . . . . . . . . . . . . . . . . . . . .76
  • Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
  • Divination . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
  • Death and Resurrection . . . . . . . . . . . . . . . .78
  • Violence and Taint . . . . . . . . . . . . . . . . . . . . .80
............

SHOCK
Characters who suddenly face scenes or creatures of utter
horror might become dazed, stunned, or even paralyzed,
usually just for a single round. Some situations might force
characters to make a Will save, with a successful save indicating
the character is only dazed, while a failed save indicates
that the character is stunned. You can treat dazed, stunned,
and paralyzed as a spectrum from least to most severe.
Examples: When Mialee is 12th level, her mentor reveals
that he is secretly a lich and explains that he has been grooming
Mialee to undergo the transformation to undeath herself.
This is a signifi cantly horrifi c situation, but the mentor remains
friendly—at least until Mialee rejects him. If she fails a DC
24 Will save, she is dazed for 1 round.
Eberk (a 9th-level cleric) enters a back room in a temple
of Moradin expecting to fi nd a friendly cleric and stumbles
into a circle of half-fi ends engaged in sacrifi cing a dwarf on
Moradin’s altar. This is a dramatically horrifi c situation, and
Eberk is in grave danger. If he makes a successful DC 25 Will
save, he is only dazed for 1 round; if he fails, he is stunned
for 1 round.
You could replace the effects of a devil’s fear aura with
the following rule: A creature in the area must succeed on
a Will save (DC as stated in the Monster Manual) or become
stunned. A stunned creature can repeat the saving throw
each round on its turn to attempt to shake off the effects.
This is a full-round action.

WEARINESS
While shock describes the short-term effects of sudden
exposure to horrifi c things, weariness results from prolonged
exposure to horror. Characters might become fatigued after a
particularly horrible encounter, and exhausted after a series of
them. Characters can typically avoid weariness with successful
Fortitude saves, although in some situations a Will save
might be more appropriate. You can treat fatigued, exhausted,
and staggered as a spectrum from least to most severe.
Examples: Vadania and Alhandra have been carefully
making their way through extensive catacombs fi lled with
animated skeletons. They enter a room where a charnel pit
full of bones—an enormous undead mass grave—animates
to attack them as a single creature. Coming at the end of a
series of mildly horrifi c encounters, this encounter threatens
their stability. Each of the 7th-level characters must succeed
on a DC 19 Fortitude save or become fatigued.
After Lidda’s death and Jozan’s appearance at the head of
a vampire legion, things keep getting worse for Tordek and
Mialee. They fi nd Regdar broken on a rack, the skin fl ayed
from his body. They discover that Soveliss has been possessed
and is slowly transforming into a half-fi end. And then Jozan
casts dominate person on Tordek and turns him against Mialee.
Though she subdues him, the cumulative experience is mentally
and emotionally draining. Mialee (who is 9th level) must
make a DC 27 Will save. If she succeeds she is only fatigued,
but if she fails she becomes exhausted.
.........


I think the book provides lots of story telling hooks and mechnisms.  I hope someone finds it useful.

Modifié par nicethugbert, 31 août 2010 - 04:28 .


#2
Eguintir Eligard

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nothing there about soiled britches? amateurish.



On a serious note though I don't think anyone has the ten years to implement such a system and most campaigns I see would have no use anyway.

#3
nicethugbert

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Don't exude to much optimism, Eguintir. Horrible things might happen.

Just the rules from chapter 4 used in convo is a good thing. It's comparable to what the best modules are already doing. But, Heroes of Horror has a more systematic approach that has RL and Horror Literature/Movie connections too.

It also makes under used parts of the game useful.  It makes a more concrete contrast between good and evil.

Modifié par nicethugbert, 31 août 2010 - 04:34 .


#4
Zedicius

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A lot of people don't realise that D&D has sanity included in its core rules as a campaign variant. It's just never used.

See: http://www.d20srd.or...igns/sanity.htm

Basically, they are a straight copy from Call of Cthulhu sixth edition. The stuff described in Heroes of Horror is slightly more detailed and probably more usable in D&D. Personally, I like adding these kind of rules. The main problem people seem to have with fear and sanity rules is that they disable fast paced dungeon delving.

I find heroes of horror one of the best supplements ever written  >_>

Modifié par Zedicius, 31 août 2010 - 10:11 .


#5
WyrinDnjargo

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Zedicius wrote...

I find heroes of horror one of the best supplements ever written  >_>


I'm totally with you on that - great book, and really like some of the ideas. THe whole Raven's Lake sidequest I did for Dark Avenger 2 was cobbled from it's pages - as well as my entry for the Halloween module. THe archivist is a really good flavoursome class idea too (albeit unbalanced if the DM doesn't keep a lid on divine scroll access)

As written, there's little difference between the Taint/Sanity mechanics than, say, the way reputations/influence is already handled.

#6
PJ156

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I like this sort of thing a lot as well. I tried to include something on sanity in The Caravan Club but dropped it because I could not work out how to deal with insanity. I think the same apples to fear.

For me that is the primary stumbling block, subtle changes in a characters state are difficult to represent in the game. At least at my level of skill. IMO A good writer/modder should make the player scared through dialogue and module mood, rather than try to manifest fear in thier PC through code (though the two could work in conjuction).

Now that is a trick ...

PJ

Modifié par PJ156, 31 août 2010 - 06:49 .


#7
The Fred

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I'm trying to implement a version of the Taint rules in my campaign (apparently they were originally in Oriental Adventures anyway, and my campaign is distinctly oriental-themed), but insanity and things might be a bit tricky.



There's a difference, of course, between in-character and out-of-character (OoC) fear, which can cause a lot of problems.

#8
dunniteowl

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Like in the old Gold Box days, when the Mummy comes out of it's crypt and your Fighter and Cleric succumb to fear and start running every which way trying to get away and your Thief is paralyzed and your Mage, bless her soul, is pelting it with Magic Missile, because Stinking Cloud just won't stop a Mummy kind of problems? Or do you mean something less complicated?

Good times.

dunniteowl

#9
Morbane

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I think a good way to handle insanity etc is to apply AddFeat(*custom_Feat*) with a vfx_persistant AOE type of script to handle ongoing problems with insanity - i am planning to design some personality traits into my Tomb of Horrors companions and I think that is how I will do it. Just an idea...

#10
The Fred

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That's a similar tack to the one I'm taking with the Taint - when you get Tainted, you get an epithet feat which acts as a way of tracking the taint and also as a visible indication to the player. Since one half of Taint is Depravity (mental corruption), I'll be touching on some insanity-like mechanics, but some of them will probably get cut. Maybe I'll add arachnophobia, though - it might be quite nice to have players fleeing in terror whenever they see a spider.

#11
Dorateen

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Someone should work a modified version of the Spirit Meter into this.

Harumph!

#12
kamalpoe

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There's some good stuff in there. Too bad I didn't find this book earlier. I could have used some of the ideas.

#13
The Fred

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Eguintir Eligard wrote...
On a serious note though I don't think anyone has the ten years to implement such a system and most campaigns I see would have no use anyway.


Pfff, ten years? Never! Seriously, I'd probably find it easier to do this than finish an external area. Posted Image

Seriously, though, a spirit-meter-like GUI might be a nice idea.

#14
nicethugbert

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The problem with the Sanity rules is that much, if not all of it, is just text, not in game mechanism. Most of the Horror rules are in game mechanisms, and already a part of NWN2.

So, when the text dramatically tells you that your PC is mortified, it's not kidding. Your PC is truly affected. Evil is now not just a bunch of text and black leather but a unique power in game. It lives up to it's reputation of corruption of body, mind, and soul.

It gives all the alignments meaning.  Playing Neutral has the advantage that you are immune to smites.  But, being Good helps versus Horror.  It makes Aura of Courage, Paladins, Good Domain, Heals, Restorations, Wishes, Miracles, Atonement, +saves feats/spells/items, good deeds, etc. meaningful.

It puts the player on the defensive so it shifts the balance of power away from the dual monkey gripped spear FB/SL with 11 wis and other goofy OC builds towards builds that divert resources to defense.

It also divert gold away from powerful items.

Modifié par nicethugbert, 31 août 2010 - 11:56 .