System Ufera
First Post
I'd use a Morale system based on Will save, using a base DC 10 (threatened) + modifiers.
With success the PC overcomes their anxiety and carries on however if the fail then consider the Variance from DC (eg if I roll 10 vs a DC of 25 then Variance = 10 Panicked)
Variance
0-5 Anxious = -2 Morale checks
5-10 Spooked = - 5 Morale, vulnerable
15 Panicked = -10 Morale, vulnerable and cowering
20 Terrified = -10, vulnerable and Flee
Unfortunately, the way my system works would make it hard, if not impossible, to implement a "variance" mechanic based on distance from success/failure on the roll. It's a modified percentile system, with a number you have to roll below (your character's ability) AND a number you have to roll above (the difficulty of the task). Basically, if you succeed, the farther you get from one, the closer you get to another. As such, variance is primarily handled by other rolls, such as damage rolls; fear could work in a similar way, but that's the alternative system I was talking about, where there would be too many things to keep track of. Your previous suggestion, about certain fear effects having a set amount of fear that they cause, sounds like it would certainly improve on that in terms of simplicity; so far, that seems like the best option.
...and wizards are supposed to be expert spellcasters. Doesn't stop me from playing them, or casting spells.
Janx makes a good point about the game's theme: your PCs can't be heroic if the rules force them to be scared. And you make a good point about the GM's duties: some GMs can't instill fear in their players.
What to do?
- Write GMing rules. If there are reasons in the game for PCs to be fearful, teach the GM how to convey this.
- Impose subtle hints. You don't have to tell PCs that they're terrified, but you can give them some clues. If you impose multiple levels of fear, your PC might say "well, I'm three levels away from being able to control my character." So for example, impose an initiative penalty, a motor-control penalty (DEX, if you're using it), or vision penalty (eyes keep darting toward safety), but just enough take make a PC notice, but not feel out of control.
- Allow your PCs to roleplay. Don't use a fear mechanic, which is basically a penalty. Use a bonus for roleplaying the fear. In Fate, you'd offer a Fate Point. In Modos RPG, you'd award a Hero Point. In D&D 5, you could give Inspiration (although D&D has at least one fear level too).
I'm not sure I understand the second option you're proposing; first you're saying that subtle hints could be given, but then you're talking about defined mechanical effects... could you please clarify what you mean?
Your other suggestions don't feel like they would fit what I want for my game. Personally, I think it's too subjective, and as a person who tries to be as objective as possible, I don't think I would want to play a game that relied on such a mechanic. My game, as it is designed, reflects that mindset; even the flavor of the setting operates on a set of laws that govern how things work (even magic has to obey the setting's laws of physics, for example). Of course, I understand that some people might not like that, and I could try to allow for more subjectivity, but if I did that, I'd be going into territory that my brain is not "wired" to understand, and I think that that would diminish the quality of the end product.