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GM's Closet for the CONAN RPG
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<blockquote data-quote="Water Bob" data-source="post: 6268045" data-attributes="member: 92305"><p><strong>TERROR OF THE UNKNOWN</strong></p><p></p><p></p><p>I've struggled a bit with this rule,listed on page 376 of the 2E Core Rulebook. On the one hand, the Conan GM is encouraged to keep his game gritty and low level. On the other hand, this rule, although well intended, has our heroes running from creatures like little girls. How often did Conan run from things that made his hair crawl? Never. But, there are several instances where his hair does crawl.</p><p></p><p>I suggest using the Terror of the Unknown rule as-is for NPCs. If all of a hero's henchmen run out on him, the brighter the light shown on the hero to save the day. But, for PCs, I suggest treating the rule a bit like the old morale rule in the D&D game (not the AD&D game). Morale checks in that game were for NPCs only. Players decided on their own how to play their characters given certain circumstances.</p><p></p><p>If a PC fails a Terror of the Unknown check, I suggest applying the mechanical effects on the character, but stop shy of making the character run from the creature.</p><p></p><p>The easy House Rule on this is to make PCs who fail the check, 3rd level and under, frightened for 3d6 rounds. If you want to put a bit more penalty on PCs who are 1st or 2nd level, then remove the time limit. Those characters will be in the frightened state for as long as they are around the creature that frightened them (or in the spooky place where the creature is encountered).</p><p></p><p>What we're doing is removing the flee and fall unconscious aspects of the rule for PCs only.</p><p></p><p>Another idea (or, you can use both) for frightened characters of 1st or 2nd level is to increase the frightened penalties to -4 (basically doubling them). The most detailed House Rule could be something like this:</p><p></p><p></p><p></p><p></p><p>TERROR OF THE UNKNOWN FOR PCs</p><p></p><p>1. Characters of 4th level or higher are immune to the effects.</p><p> </p><p>2. 3rd level PCs who fail the check become frightened (-2 to attacks, saves, skill and ability checks) for as long as they are in the presence of the creature and 3d6 rounds afterwards.</p><p></p><p>3. 2nd level PCs who fail the check become frightened for as long as they are in the area of the creature that frightened them (even after the creature is dead), but their level of fright brings their penalty higher, to -3 to attacks, saves, skill and ability checks.</p><p></p><p>4. 1st level PCs who fail the check become frightened for as long as they are in the area of the creature that frightened them (even after the creature is dead), but their level of fright brings their penalty higher, to -4 to attacks, saves, skill and ability checks.</p><p></p><p></p><p></p><p></p><p>I believe going with some version of this rule will still bring in the Conan flavor to the game (of Conan's hair standing on end at the sight of undead or mystical) but will keep the heroes from running away every time the GM exposes them to some new devilish monster that they've never fought before. Players will still dread the outcome, even without being forced to fall unconscious or run away, because of the duration suggested above. If a 2nd level character fails the check, then he is -3 to attacks, saves, skill and ability checks for as long as he's in the area of the creature that made him frightened. This could be for the entire length of a dungeon being explored!</p><p></p><p>Nothing needs to be written in stone here. The GM can use a version of the rule that suits his tastes and play style. The idea is to keep the spirit of the rule (and what it is attempting to bring to the game) without making PCs run and fall unconscious all the time (that's boring). If a 1st level character becomes frightened, but it's been a long while. And, the GM thinks the character should not feel those effects anymore (maybe give him a second check), then, by all means, forget the House Rule and keep the game going, fun for all.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6268045, member: 92305"] [B]TERROR OF THE UNKNOWN[/B] I've struggled a bit with this rule,listed on page 376 of the 2E Core Rulebook. On the one hand, the Conan GM is encouraged to keep his game gritty and low level. On the other hand, this rule, although well intended, has our heroes running from creatures like little girls. How often did Conan run from things that made his hair crawl? Never. But, there are several instances where his hair does crawl. I suggest using the Terror of the Unknown rule as-is for NPCs. If all of a hero's henchmen run out on him, the brighter the light shown on the hero to save the day. But, for PCs, I suggest treating the rule a bit like the old morale rule in the D&D game (not the AD&D game). Morale checks in that game were for NPCs only. Players decided on their own how to play their characters given certain circumstances. If a PC fails a Terror of the Unknown check, I suggest applying the mechanical effects on the character, but stop shy of making the character run from the creature. The easy House Rule on this is to make PCs who fail the check, 3rd level and under, frightened for 3d6 rounds. If you want to put a bit more penalty on PCs who are 1st or 2nd level, then remove the time limit. Those characters will be in the frightened state for as long as they are around the creature that frightened them (or in the spooky place where the creature is encountered). What we're doing is removing the flee and fall unconscious aspects of the rule for PCs only. Another idea (or, you can use both) for frightened characters of 1st or 2nd level is to increase the frightened penalties to -4 (basically doubling them). The most detailed House Rule could be something like this: TERROR OF THE UNKNOWN FOR PCs 1. Characters of 4th level or higher are immune to the effects. 2. 3rd level PCs who fail the check become frightened (-2 to attacks, saves, skill and ability checks) for as long as they are in the presence of the creature and 3d6 rounds afterwards. 3. 2nd level PCs who fail the check become frightened for as long as they are in the area of the creature that frightened them (even after the creature is dead), but their level of fright brings their penalty higher, to -3 to attacks, saves, skill and ability checks. 4. 1st level PCs who fail the check become frightened for as long as they are in the area of the creature that frightened them (even after the creature is dead), but their level of fright brings their penalty higher, to -4 to attacks, saves, skill and ability checks. I believe going with some version of this rule will still bring in the Conan flavor to the game (of Conan's hair standing on end at the sight of undead or mystical) but will keep the heroes from running away every time the GM exposes them to some new devilish monster that they've never fought before. Players will still dread the outcome, even without being forced to fall unconscious or run away, because of the duration suggested above. If a 2nd level character fails the check, then he is -3 to attacks, saves, skill and ability checks for as long as he's in the area of the creature that made him frightened. This could be for the entire length of a dungeon being explored! Nothing needs to be written in stone here. The GM can use a version of the rule that suits his tastes and play style. The idea is to keep the spirit of the rule (and what it is attempting to bring to the game) without making PCs run and fall unconscious all the time (that's boring). If a 1st level character becomes frightened, but it's been a long while. And, the GM thinks the character should not feel those effects anymore (maybe give him a second check), then, by all means, forget the House Rule and keep the game going, fun for all. [/QUOTE]
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