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Towards Ravenloft 4E: Fear, Horror and Madness
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<blockquote data-quote="Irda Ranger" data-source="post: 4703825" data-attributes="member: 1003"><p>I'd prefer a more unified system. That makes it easier to ensure all the races and classes are being treated in a fair/balanced manner. The unified Fear mechanics would then be implemented by individual monsters. </p><p></p><p>So, Mesh Hong has some good ideas IMO. There should be different sorts of Fear - with different triggers, Defenses and effects. This would both encourage class balance but also allow for classic tropes and cliches which one would want to encourage. As the most simple for instance, Fighters and Barbarians should not be as squeamish in the face of battle-gore, while Warlocks and Wizards should have a greater will to resist the Fear induced by dealing with dark and mysterious powers.</p><p></p><p>I think the best thing to do is base Fear Triggers around the Defenses. I admit the idea of Ref vs. Fear seemed odd to me at first, but consider that it's not that the Fear "attacks" that Defense so much as the PC is relying on that Defense to defend them from the Threat. It's not unreasonable that a Fear induced by something that could be (theoretically) dodged would be more easily resisted by someone very confident in their Reflexes.</p><p></p><p>I considered also using AC, but I don't think there's enough variation in AC between PCs to make it meaningful. Even Wizards can have a respectable AC (my Staff-Wiz with Leather Armor has an AC of 19 at 3rd level). The real variation between PCs are in the other Defenses.</p><p></p><p>---------------------------</p><p></p><p>So, riffing off of Mesh Hong and HukdUnFonx, ... consider the following Attacks.</p><p></p><p><span style="color: Orange">Fear of Messy Death (Str or Con vs. Fort) </span>- <em>the unsettling certainty that you are about to be torn limb from limb and possibly eaten sinks into your bowls, turns your muscles to water and sets your feet running the other way in a desperate act of "maybe I can escape while it's busy eating the Dwarf".</em></p><p></p><p>Suggested Triggers:</p><p>• The group is facing an encounter apparently 6+ levels higher than the party.</p><p>• Half of the group's members are killed.</p><p>• A menacing creature is at least two size categories larger than the biggest member of the group and can reach you.</p><p></p><p>Effects:</p><p>• Stunned (Save or Progress to Next Condition).</p><p>• Weakened and you must use your Move Action to move away from the source of the Fear if possible. (Save Ends).</p><p></p><p></p><p><span style="color: Orange">Fear of Certain Death (Int or Dex vs. Ref) </span>- <em>the unsettling certainty that death is coming for you and that there is nothing you can do about it rattles your nerves and leaves your hands shaking and unable to hold a weapon.</em></p><p></p><p>Suggested Triggers:</p><p>• An opponent has demonstrated a one-hit-kill ability.</p><p>• A menacing creature is immune to the group's attacks.</p><p>• You are Helpless or Restrained and threatened by immediate death.</p><p>• You are suffering ongoing damage (other than necrotic or psychic) per round greater than your Healing Surge value.</p><p></p><p>Effects:</p><p>• -2 Attacks (Save or Progress to Next Condition).</p><p>• Panicked (this is a new condition). Save ends.</p><p></p><p></p><p><span style="color: Orange">Fear of the Dark (Chr or Wis vs. Will) </span>- <em>the unsettling certainty that the fabric of your mind, soul and/or personality is in danger of being torn asunder reduces you to gibbering incoherently and unable to formulate meaningful responses to events until your mind retreats into the safety of the void.</em></p><p></p><p>Suggested Triggers:</p><p>• A menacing creature has a Fear inducing special attack.</p><p>• You are suffering ongoing necrotic or psychic damage per round greater than your Healing Surge value.</p><p>• A creature at least 6+ levels higher than you is trying to Dominate you or otherwise take over your mind.</p><p></p><p>Effects:</p><p>• Dazed (Save or Progress to Next Condition).</p><p>• Dazed and you cannot make Chr-based Skill checks (Save or Progress to Next Condition).</p><p>• Unconscious (Save ends).</p><p></p><p></p><p><u>New Condition</u></p><p><em>Panicked</em></p><p>• You grant Combat Advantage. </p><p>• You suffer a -2 Penalty to Attack Rolls and Skill Checks.</p><p>• Each round this condition persists you must make a Save vs. Fear or drop any items held in your hands.</p><p></p><p></p><p><u>New Feats</u></p><p><em>Cast Iron Stomach </em>(Heroic Tier, Con 13). PC gains a +3 to Fortitude Defense vs. Fear.</p><p></p><p><em>Adamant Determination </em>(Paragon Tier). PC can delay the onset of a Fear check result until the end of their next turn.</p><p></p><p><em>Disciplined Mind </em>(Heroic Tier, Wis 13). PC gains a +3 to Will Defense vs. Fear.</p><p></p><p><em>Hardened Veteran </em>(Heroic Tier). PC gains a +1 to all Saves induced by Fear.</p><p></p><p><em>Steady Hands</em> (Heroic Tier, Dex 13). PC gains a +3 to Reflex Defense vs. Fear.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4703825, member: 1003"] I'd prefer a more unified system. That makes it easier to ensure all the races and classes are being treated in a fair/balanced manner. The unified Fear mechanics would then be implemented by individual monsters. So, Mesh Hong has some good ideas IMO. There should be different sorts of Fear - with different triggers, Defenses and effects. This would both encourage class balance but also allow for classic tropes and cliches which one would want to encourage. As the most simple for instance, Fighters and Barbarians should not be as squeamish in the face of battle-gore, while Warlocks and Wizards should have a greater will to resist the Fear induced by dealing with dark and mysterious powers. I think the best thing to do is base Fear Triggers around the Defenses. I admit the idea of Ref vs. Fear seemed odd to me at first, but consider that it's not that the Fear "attacks" that Defense so much as the PC is relying on that Defense to defend them from the Threat. It's not unreasonable that a Fear induced by something that could be (theoretically) dodged would be more easily resisted by someone very confident in their Reflexes. I considered also using AC, but I don't think there's enough variation in AC between PCs to make it meaningful. Even Wizards can have a respectable AC (my Staff-Wiz with Leather Armor has an AC of 19 at 3rd level). The real variation between PCs are in the other Defenses. --------------------------- So, riffing off of Mesh Hong and HukdUnFonx, ... consider the following Attacks. [COLOR="Orange"]Fear of Messy Death (Str or Con vs. Fort) [/COLOR]- [I]the unsettling certainty that you are about to be torn limb from limb and possibly eaten sinks into your bowls, turns your muscles to water and sets your feet running the other way in a desperate act of "maybe I can escape while it's busy eating the Dwarf".[/I] Suggested Triggers: • The group is facing an encounter apparently 6+ levels higher than the party. • Half of the group's members are killed. • A menacing creature is at least two size categories larger than the biggest member of the group and can reach you. Effects: • Stunned (Save or Progress to Next Condition). • Weakened and you must use your Move Action to move away from the source of the Fear if possible. (Save Ends). [COLOR="Orange"]Fear of Certain Death (Int or Dex vs. Ref) [/COLOR]- [I]the unsettling certainty that death is coming for you and that there is nothing you can do about it rattles your nerves and leaves your hands shaking and unable to hold a weapon.[/I] Suggested Triggers: • An opponent has demonstrated a one-hit-kill ability. • A menacing creature is immune to the group's attacks. • You are Helpless or Restrained and threatened by immediate death. • You are suffering ongoing damage (other than necrotic or psychic) per round greater than your Healing Surge value. Effects: • -2 Attacks (Save or Progress to Next Condition). • Panicked (this is a new condition). Save ends. [COLOR="Orange"]Fear of the Dark (Chr or Wis vs. Will) [/COLOR]- [I]the unsettling certainty that the fabric of your mind, soul and/or personality is in danger of being torn asunder reduces you to gibbering incoherently and unable to formulate meaningful responses to events until your mind retreats into the safety of the void.[/I] Suggested Triggers: • A menacing creature has a Fear inducing special attack. • You are suffering ongoing necrotic or psychic damage per round greater than your Healing Surge value. • A creature at least 6+ levels higher than you is trying to Dominate you or otherwise take over your mind. Effects: • Dazed (Save or Progress to Next Condition). • Dazed and you cannot make Chr-based Skill checks (Save or Progress to Next Condition). • Unconscious (Save ends). [U]New Condition[/U] [I]Panicked[/I] • You grant Combat Advantage. • You suffer a -2 Penalty to Attack Rolls and Skill Checks. • Each round this condition persists you must make a Save vs. Fear or drop any items held in your hands. [U]New Feats[/U] [I]Cast Iron Stomach [/I](Heroic Tier, Con 13). PC gains a +3 to Fortitude Defense vs. Fear. [I]Adamant Determination [/I](Paragon Tier). PC can delay the onset of a Fear check result until the end of their next turn. [I]Disciplined Mind [/I](Heroic Tier, Wis 13). PC gains a +3 to Will Defense vs. Fear. [I]Hardened Veteran [/I](Heroic Tier). PC gains a +1 to all Saves induced by Fear. [I]Steady Hands[/I] (Heroic Tier, Dex 13). PC gains a +3 to Reflex Defense vs. Fear. [/QUOTE]
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