I am about to begin a Strahd campaign and want all the scary stuff in Ravenloft to actually mean something, so I have developed the fear variant below, using bits and pieces of stuff from other proposals.
FEAR CHECKS
All PCs present must undergo a fear check in any encounters so designated (I have them for instance when the Strahd manniquan flys down the hallway, when certain tombs are opened, when the elevator trap is triggered, when PCs die or are knocked unconscious, when Strahd is encountered, etc). DCs are pre-designated (usually 10-20). Each PC gets a bonus to the check equal to the average modifier of his STR, INT, and WIS. When a PC accumulates fear equal to his lowest score of STR, INT, or WIS, he must roll on table A. When the total reaches his 2nd lowest stat among STR/INT/WIS, he must roll on table A and B, and of course when it reaches (and each time it exceeds) the highest of those stats, he must roll on table A, B, and C.
FEAR CHECKS
All PCs present must undergo a fear check in any encounters so designated (I have them for instance when the Strahd manniquan flys down the hallway, when certain tombs are opened, when the elevator trap is triggered, when PCs die or are knocked unconscious, when Strahd is encountered, etc). DCs are pre-designated (usually 10-20). Each PC gets a bonus to the check equal to the average modifier of his STR, INT, and WIS. When a PC accumulates fear equal to his lowest score of STR, INT, or WIS, he must roll on table A. When the total reaches his 2nd lowest stat among STR/INT/WIS, he must roll on table A and B, and of course when it reaches (and each time it exceeds) the highest of those stats, he must roll on table A, B, and C.
TABLE A d10 | Effect (lasts d10 minutes) | ||
1 | The PC retreats into his mind and is paralyzed. Effect ends if the PC takes damage from an enemy. | ||
2 | The PC becomes incapacitated and begins to alrenately laugh, scream, and weep. Effect ends if the PC takes damage from an enemy. | ||
3-4 | The PC begins babbling and is incapable of normal speech (which precludes most spellcasting). | ||
5-6 | The PC becomes frightened. | ||
7 | The PC is affected as if by the command spell by the 1st creature to speak to them after the end of each of their turns. | ||
8 | The PC is stunned. | ||
9-10 | Whenever the PC takes damage, he or she must succeed on WIS save DC 15 or be affected as the confusion spell | ||
____________________ | _____________________ | ||
TABLE B d10 | |||
1–2 | Effect (lasts d10 hours) The PC experiences vivid hallucinations and has DIS on ability checks. | ||
3-4 | The PC regards the source of madness as if affected by the antipathy spell. | ||
5 | The PC imagines that he is under the effects of a random potion. | ||
6 | The PC becomes attached to a random person or object, and has DIS on attacks, checks, and saves while >30’ from it. | ||
7 | The PC has DIS on WIS/CHA checks due to intense paranoia. | ||
8-9 | The PC experiences uncontrollable tremors, which impose DIS on attacks, checks, and saves that involve STR or DEX. | ||
10 | The PC loses the ability to speak (which precludes most spellcasting). | ||
TABLE C d10 1 2-3 4 5-7 | Effect (lasts til long rest) The PC doesn’t recognize other people or remember anything that happened before the madness took effect. The PC must use his action each round to attack the nearest creature The PC is blinded (25%) or deafened (75%) The PC is frightened and must use his action and move each round to flee from the source of the fear until ≥1 mile away. | ||
8 9-10 | The PC falls unconscious. The PC surrenders to the nearest enemy. | ||