D&D 5E (2024) Ravenloft: The Horrors Within preorder page lists the book's contents

Product pages for the Ravenloft hardcover, DM screen, Tarokka cards, and map pack.
Ravenloft-the-horrors-within-ultimate-bundle-cover.webp


You can now pre-order preorder Ravenloft: The Horrors Within over on D&D Beyond--the ultimate bundle costs $149.99, while the book alone comes in at $59.00. There are pages for the new DM screen, map pack, and Tarokka cards as well. The pre-order page lists the book's contents.
  • 16 Domains of Dread, including the new cosmic horror domain Innsmouth.
  • 17 Darklords for your party to face or flee from, equipped with challenging stat blocks.
  • 7 subclasses (including the new Reanimator and Hollow Warden), 4 species, 4 backgrounds, 2 Origin feats, and 9 Dark Gifts for building tortured protagonists.
  • 10 genres of horror from gothic to dark fantasy.
  • A bestiary of 41 monstrosities and 10 domain denizens for your party to encounter.
  • 47 maps and 28 digital quickplay maps for Maps VTT.
  • Digital Pre-order Bonus: the Mists of Ravenloft Digital Dice Set, Ravenloft Play-Along Pack, and D&D Encounters: Shadows of Sithicus mini-adventure.
Tonight, your party’s greatest nightmare... is the one you create.

Bring fear to the table with the Ravenloft: The Horrors Within Ultimate Bundle, the complete horror toolkit with everything you need to create a personalized horror campaign – and strike fear into the hearts of your players.

The Ultimate Bundle includes:
 

log in or register to remove this ad

Check Ravenloft's box set.
I've never even seen it.
If you want to see it bad? Ravenloft Monstrous Compendium 2. Don't even need to go far into it

No, they're Fear and Horror checks. They're page 21 of the Ravenloft box set.

Morale died years ago and was worth it, and Fear and Horror checks were a mistake from day 1. You can't just port in mechanics from games where you're Just Some Guy and expect them to work in a game where you're a dragon-slaying knight


You're looking at the wrong thing. We're talking the Fear and Horror checks that Ravenloft peppered creatures with. The dumbest of these of course being the special one that's just for the living brain.
but the 3.0 ravenloft book was my first ravenloft book & it does have them in chapter3 in the 44 pages of chapter3 where a whole bunch of core rules spells & the like are modified to be genre appropriate with genre appropriate themes, 5e ravenloft is very much lacking in that sort of revision & the third 5e ravenloft book is probably a good place for including that long overdue section. Fear Horror & madness saves are all rolled into one smear of a section that goes back & forth so there's no particular reason to break them up when the important part is is the mechanics going along with what happens after failing one:
Failure Results
If a character fails a Horror save, the player
should roll 1d4 and compare it to the effect cat-
egory to select a specific symptom of Horror. If a
character fails a Horror save by 16+ points, he
suffers a major Horror effect and must make an
immediate Madness save (at DC = Horror save
DC -5).
Player Tips: You can speed up Horror saves
by rolling the d20 and the d4 at the same time — if
you succeed at the Horror save, you can just
ignore the d4 roll. Alternatively, if you and the
DM both agree that a Horror effect in the category
you rolled is particularly suited to the scene, you
can ignore the d4 roll and simply choose that
effect.
DM Tip: When a character fails a Horror
save, make a note of the cause of the failed check,
the failed save's DC, and the date in your
campaign's calendar (a sample note might read:
"Rotting body,



Failure Results
If a character fails a Horror save, the player
should roll 1d4 and compare it to the effect cat-
egory to select a specific symptom of Horror. If a
character fails a Horror save by 16+ points, he
suffers a major Horror effect and must make an
immediate Madness save (at DC = Horror save
DC -5).
Player Tips: You can speed up Horror saves
by rolling the d20 and the d4 at the same time — if
you succeed at the Horror save, you can just
ignore the d4 roll. Alternatively, if you and the
DM both agree that a Horror effect in the category
you rolled is particularly suited to the scene, you
can ignore the d4 roll and simply choose that
effect.
DM Tip: When a character fails a Horror
save, make a note of the cause of the failed check,
the failed save's DC, and the date in your
campaign's calendar (a sample note might read:
"Rotting body,



Failure Results
If a character fails a Horror save, the player
should roll ld4 and compare it to the effect cat-
egory to select a specific symptom of Horror. If a
character fails a Horror save by 16+ points, he
suffers a major Horror effect and must make an
immediate Madness save (at DC = Horror save
DC -5).
Player Tips: You can speed up Horror saves
by rolling the d20 and the d4 at the same time — if
you succeed at the Horror save, you can just
ignore the d4 roll. Alternatively, if you and the
DM both agree that a Horror effect in the category
you rolled is particularly suited to the scene, you
can ignore the d4 roll and simply choose that
effect.
DM Tip: When a character fails a Horror
save, make a note of the cause of the failed check,
the failed save's DC, and the date in your
campaign's calendar (a sample note might read:
"Rotting body,
Oct. 31, DC 8."). Horror saves have long-term
results, and this information will come in handy
later for recovery checks.
Minor Horror Effects
1d4 Effect
1 Aversion
2 Fearstruck
3 Frozen
4 Nausea
Moderate Horror Effects
1d4 Effect
1 Nightmares
2 Obsession
3 Rage
4 Revulsion
Major Horror Effects
1d4 Effect
1 Fascination
2 Haunted
3 Mental Shock
4 System Shock
Aversion: The character is frightened. Al-
though the Fear effect has a duration of only 5d6
rounds, for as long as the character suffers from
this Horror effect he is automatically shaken
whenever he comes within 50 feet of the location
where he failed this Horror save or any identical
places.
Fearstruck: The character is panicked. This
Fear effect lasts 5d6 rounds, but the character
suffers no further effects.
Frozen: The character is momentarily over-
whelmed by the scene before him and can take no
action for three rounds. He is considered flatfooted
for the duration.
Nausea: The sight causes the character to
become physically ill. He suffers an effective de-
crease of 1d4+l points of Constitution. For an
equal number of rounds, he cannot cast spells and
can take only partial actions as he struggles to
retain his last meal. The character regains these
lost Constitution points at the rate of 1 per hour.
Nightmares: For the moment, the character is
merely shaken. This Fear effect lasts 5d6 rounds.
However, the next time the character tries to go to
sleep, the horrific events of this scene will play
themselves out again in his mind, causing the
character to wake with a scream after only 5d6
minutes. The nightmares return every time he tries
to sleep, preventing rest. For as long as this Horror
effect lasts, the character cannot regain arcane

Oct. 31, DC 8."). Horror saves have long-term
results, and this information will come in handy
later for recovery checks.
Minor Horror Effects
1d4 Effect
1 Aversion
2 Fearstruck
3 Frozen
4 Nausea
Moderate Horror Effects
1d4 Effect
1 Nightmares
2 Obsession
3 Rage
4 Revulsion
Major Horror Effects
1d4 Effect
1 Fascination
2 Haunted
3 Mental Shock
4 System Shock
Aversion: The character is frightened. Al-
though the Fear effect has a duration of only 5d6
rounds, for as long as the character suffers from
this Horror effect he is automatically shaken
whenever he comes within 50 feet of the location
where he failed this Horror save or any identical
places.
Fearstruck: The character is panicked. This
Fear effect lasts 5d6 rounds, but the character
suffers no further effects.
Frozen: The character is momentarily over-
whelmed by the scene before him and can take no
action for three rounds. He is considered flatfooted
for the duration.
Nausea: The sight causes the character to
become physically ill. He suffers an effective de-
crease of 1d4+l points of Constitution. For an
equal number of rounds, he cannot cast spells and
can take only partial actions as he struggles to
retain his last meal. The character regains these
lost Constitution points at the rate of 1 per hour.
Nightmares: For the moment, the character is
merely shaken. This Fear effect lasts 5d6 rounds.
However, the next time the character tries to go to
sleep, the horrific events of this scene will play
themselves out again in his mind, causing the
character to wake with a scream after only 5d6
minutes. The nightmares return every time he tries
to sleep, preventing rest. For as long as this Horror
effect lasts, the character cannot regain arcane

Oct. 31, DC 8."). Horror saves have long-term
results, and this information will come in handy
later for recovery checks.
Minor Horror Effects
1d4 Effect
1 Aversion
2 Fearstruck
3 Frozen
4 Nausea
Moderate Horror Effects
1d4 Effect
1 Nightmares
2 Obsession
3 Rage
4 Revulsion
Major Horror Effects
1d4 Effect
1 Fascination
2 Haunted
3 Mental Shock
4 System Shock
Aversion: The character is frightened. Al—
though the Fear effect has a duration of only 5d6
rounds, for as long as the character suffers from
this Horror effect he is automatically shaken
whenever he comes within 50 feet of the location
where he failed this Horror save or any identical
places.
Fearstruck: The character is panicked. This
Fear effect lasts 5d6 rounds, but the character
suffers no further effects.
Frozen: The character is momentarily over-
whelmed by the scene before him and can take no
action for three rounds. He is considered flatfooted
for the duration.
Nausea: The sight causes the character to
become physically ill. He suffers an effective de-
crease of ld4+l points of Constitution. For an
equal number of rounds, he cannot cast spells and
can take only partial actions as he struggles to
retain his last meal. The character regains these
lost Constitution points at the rate of l per hour.
Nightmares: For the moment, the character is
merely shaken. This Fear effect lasts 5d6 rounds.
However, the next time the character tries to go to
sleep, the horrific events of this scene will play
themselves out again in his mind, causing the
character to wake with a scream after only 5d6
minutes. The nightmares return every time he tries
to sleep, preventing rest. For as long as this Horror
effect lasts, the character cannot regain arcane
spells, and each full day without rest incurs a
cumulative -1 morale penalty to all attack rolls,
saves, and checks, to a -4 maximum penalty.
Lack of sleep also erodes the character's
health. Without rest, he cannot regain hit points
through natural healing.
Sleep can grant dreamless rest, allowing the
character to regain spells and negate accumulated
penalties. If the character does not receive a sleep
spell every night, however, the nightmares begin
again.
Elves neither truly sleep nor dream and thus
are immune to this effect; players of elven charac-
ters should reroll the d4 or choose another
moderate effect instead.
Obsession: The character is unable to shake
this horrific memory. He continually replays the
events in his mind, mumbles about them under his
breath, and tries to bring all conversations back to
this terrible topic.
His obsessed mind becomes clouded, and he
seldom sleeps. With each day of restless
obsession, he suffers a cumulative -1 morale
penalty to initiative and Listen, Search, and Spot
checks, to a maximum penalty of -4.
The character ignores his health while ob-
sessed. He cannot regain hit points through natural
healing, and each full week without rest also in-
flicts 1 point of effective Constitution decrease.
Once the character recovers from Obsession, lost
Constitution points return at the rate of 1 per day.
(See "Recovering from Failure," below.)
Rage: The character's mind is overwhelmed
by a primitive, mindless fury directed toward the
source of horror. He must drop anything in his
hands that is not a weapon, then rush forward to
attack the object of his hatred in melee. This blind
fury acts as a barbarian's rage ability, with the
following exceptions: unlike a barbarian, the char-
acter is not in control of his actions. He cannot
retreat from battle and will not stop attacking the
subject of his rage even if it is destroyed. He must
also move toward the subject using the most direct
route, even if this means passing through threat-
ened areas. If anyone — even an ally — tries to
block his path and he cannot move around, he
must fight his way through the obstacle.
The rage lasts a number of rounds equal to 3 +
the character's (heightened) Constitution modifier.
When the rage ends, the character regains control
of his actions, but he is fatigued (as detailed under
the Barbarian in the Player's Handbook).

spells, and each full day without rest incurs a
cumulative -1 morale penalty to all attack rolls,
saves, and checks, to a -4 maximum penalty.
Lack of sleep also erodes the character's
health. Without rest, he cannot regain hit points
through natural healing.
Sleep can grant dreamless rest, allowing the
character to regain spells and negate accumulated
penalties. If the character does not receive a sleep
spell every night, however, the nightmares begin
again.
Elves neither truly sleep nor dream and thus
are immune to this effect; players of elven charac-
ters should reroll the d4 or choose another
moderate effect instead.
Obsession: The character is unable to shake
this horrific memory. He continually replays the
events in his mind, mumbles about them under his
breath, and tries to bring all conversations back to
this terrible topic.
His obsessed mind becomes clouded, and he
seldom sleeps. With each day of restless
obsession, he suffers a cumulative -1 morale
penalty to initiative and Listen, Search, and Spot
checks, to a maximum penalty of -4.
The character ignores his health while ob-
sessed. He cannot regain hit points through natural
healing, and each full week without rest also in-
flicts 1 point of effective Constitution decrease.
Once the character recovers from Obsession, lost
Constitution points return at the rate of 1 per day.
(See "Recovering from Failure," below.)
Rage: The character's mind is overwhelmed
by a primitive, mindless fury directed toward the
source of horror. He must drop anything in his
hands that is not a weapon, then rush forward to
attack the object of his hatred in melee. This blind
fury acts as a barbarian's rage ability, with the
following exceptions: unlike a barbarian, the char-
acter is not in control of his actions. He cannot
retreat from battle and will not stop attacking the
subject of his rage even if it is destroyed. He must
also move toward the subject using the most direct
route, even if this means passing through threat-
ened areas. If anyone — even an ally — tries to
block his path and he cannot move around, he
must fight his way through the obstacle.
The rage lasts a number of rounds equal to 3 +
the character's (heightened) Constitution modifier.
When the rage ends, the character regains control
of his actions, but he is fatigued (as detailed under
the Barbarian in the Player's Handbook).

spells, and each full day without rest incurs a
cumulative —l morale penalty to all attack rolls,
saves, and checks, to a -4 maximum penalty.
Lack of sleep also erodes the character's
health. Without rest, he cannot regain hit points
through natural healing.
Sleep can grant dreamless rest, allowing the
character to regain spells and negate accumulated
penalties. If the character does not receive a Sleep
spell every night, however, the nightmares begin
again.
Elves neither truly sleep nor dream and thus
are immune to this effect; players of elven charac—
ters should reroll the d4 or choose another
moderate effect instead.
Obsession: The character is unable to shake
this horrific memory. He continually replays the
events in his mind, mumbles about them under his
breath, and tries to bring all conversations back to
this terrible topic.
His obsessed mind becomes clouded, and he
seldom sleeps. With each day of restless
obsession, he suffers a cumulative -l morale
penalty to initiative and Listen, Search, and Spot
checks, to a maximum penalty of —4.
The character ignores his health while ob-
sessed. He cannot regain hit points through natural
healing, and each full week without rest also in-
flicts 1 point of effective Constitution decrease.
Once the character recovers from Obsession, lost
Constitution points return at the rate of l per day.
(See ”Recovering from Failure," below.)
Rage: The character's mind is overwhelmed
by a primitive, mindless fury directed toward the
source of horror. He must drop anything in his
hands that is not a weapon, then rush forward to
attack the object of his hatred in melee. This blind
fury acts as a barbarian's rage ability, with the
following exceptions: unlike a barbarian, the char-
acter is not in control of his actions. He cannot
retreat from battle and will not stop attacking the
subject of his rage even if it is destroyed. He must
also move toward the subject using the most direct
route, even if this means passing through threat—
ened areas. If anyone — even an ally — tries to
block his path and he cannot move around, he
must fight his way through the obstacle.
The rage lasts a number of rounds equal to 3 +
the character's (heightened) Constitution modifier.
When the rage ends, the character regains control
of his actions, but he is fatigued (as detailed under
the Barbarian in the Player’s Handbook).
Revulsion: Works as Aversion, except that the
character is shaken if exposed to anything that
merely reminds him of the horror scene. A charac-
ter horrified by a vampire attack may suffer
repulsion upon seeing a large swarm of bats or
hearing the conversational mention of a vampire,
for example.
Fascination: The character develops a morbid
fascination with the scene. This obsession be-
comes so overpowering that it warps the
character's personality. In the fascinated
character's mind, the source of the horror effect
becomes more and more powerful. The fascinated
character may eventually believe that the source is
omnipotent; he may even revere it. As an example,
a character who becomes fascinated after
witnessing a vampire draining the blood from a
victim may seek out that vampire and offer his
servitude. As the fascinated character warps
himself into a willing slave of his own horror, he
suffers a cumulative, effective drain of 1 point
each from Wisdom and Charisma each week. If
either score drops below 3, the character becomes
a lost one (see "Additional Failures" under "Mad-
ness Saves").
Once the character recovers from Fascination,
lost Wisdom and Charisma points return at the rate
of 1 each per day.

Revulsion: Works as Aversion, except that the
character is shaken if exposed to anything that
merely reminds him of the horror scene. A charac-
ter horrified by a vampire attack may suffer
repulsion upon seeing a large swarm of bats or
hearing the conversational mention of a vampire,
for example.
Fascination: The character develops a morbid
fascination with the scene. This obsession be-
comes so overpowering that it warps the
character's personality. In the fascinated
character's mind, the source of the horror effect
becomes more and more powerful. The fascinated
character may eventually believe that the source is
omnipotent; he may even revere it. As an example,
a character who becomes fascinated after
witnessing a vampire draining the blood from a
victim may seek out that vampire and offer his
servitude. As the fascinated character warps
himself into a willing slave of his own horror, he
suffers a cumulative, effective drain of 1 point
each from Wisdom and Charisma each week. If
either score drops below 3, the character becomes
a lost one (see "Additional Failures" under "Mad-
ness Saves").
Once the character recovers from Fascination,
lost Wisdom and Charisma points return at the rate
of 1 each per day.

Revulsion: Works as Aversion, except that the
character is shaken if exposed to anything that
merely reminds him of the horror scene. A charac—
ter horrified by a vampire attack may suffer
repulsion upon seeing a large swarm of bats or
hearing the conversational mention of a vampire,
for example.
Fascination: The character develops a morbid
fascination with the scene. This obsession be-
comes so overpowering that it warps the
character's personality. In the fascinated
character's mind, the source of the horror effect
becomes more and more powerful. The fascinated
character may eventually believe that the source is
omnipotent; he may even revere it. As an example,
a character who becomes fascinated after
witnessing a vampire draining the blood from a
victim may seek out that vampire and offer his
servitude. As the fascinated character warps
himself into a willing slave of his own horror, he
suffers a cumulative, effective drain of 1 point
each from Wisdom and Charisma each week. If
either score drops below 3, the character becomes
a lost one (see "Additional Failures" under "Mad—
ness Saves").
Once the character recovers from Fascination,
lost Wisdom and Charisma points return at the rate
of 1 each per day.
Haunted: Witnessing the horrific scene shat-
ters the character's ability to see any good in the
world. He suffers the Obsession effect and also
suffers 1d6+l points of effective Charisma
decrease as his spirit becomes hardened and
withdrawn. Once the character recovers from the
Haunted effect, lost Constitution and Charisma
points return at the rate of 1 each per day.
Mental Shock: The character's mind simply
shuts down, unable to comprehend what it is wit-
nessing. While suffering from mental shock, the
character can take no actions and is considered
flatfooted. He will walk if dragged along but
cannot run.
Mental shock lasts three rounds. At the end of
that duration, the character must make another
Horror save at the same DC to escape the effects.
If he fails, the effects persist, but he can retry the
saving throw once every three rounds until he
succeeds. If the horrific scene is no longer present,
the character gains a cumulative +1 morale bonus
to each retry until he succeeds.
System Shock: The shock proves to be too
much for the character's heart; he must make an
immediate Fortitude save against the same DC or
suffer 3d6 points of temporary Constitution
damage.

Haunted: Witnessing the horrific scene shat-
ters the character's ability to see any good in the
world. He suffers the Obsession effect and also
suffers 1d6+l points of effective Charisma
decrease as his spirit becomes hardened and
withdrawn. Once the character recovers from the
Haunted effect, lost Constitution and Charisma
points return at the rate of 1 each per day.
Mental Shock: The character's mind simply
shuts down, unable to comprehend what it is wit-
nessing. While suffering from mental shock, the
character can take no actions and is considered
flatfooted. He will walk if dragged along but
cannot run.
Mental shock lasts three rounds. At the end of
that duration, the character must make another
Horror save at the same DC to escape the effects.
If he fails, the effects persist, but he can retry the
saving throw once every three rounds until he
succeeds. If the horrific scene is no longer present,
the character gains a cumulative +1 morale bonus
to each retry until he succeeds.
System Shock: The shock proves to be too
much for the character's heart; he must make an
immediate Fortitude save against the same DC or
suffer 3d6 points of temporary Constitution
damage.

1tnessing the horrific scene shat—
ters the character's ability to see any good in the
world. He suffers the Obsession effect and also
suffers ld6+l points of effective Charisma
decrease as his spirit becomes hardened and
withdrawn. Once the character recovers from the
Haunted effect, lost Constitution and Charisma
points retum at the rate of 1 each per day.
Mental Shock: The character's mind simply
shuts down, unable to comprehend what it is wit—
nessing. While suffering from mental shock, the
character can take no actions and is considered
flatfooted. He will walk if dragged along but
cannot run.
Mental shock lasts three rounds. At the end of
that duration, the character must make another
Horror save at the same DC to escape the effects.
If he fails, the effects persist, but he can retry the
saving throw once every three rounds until he
succeeds. If the horrific scene is no longer present,
the character gains a cumulative +l morale bonus
to each retry until he succeeds.
System Shock: The shock proves to be too
much for the character’s heart; he must make an
immediate Fortitude save against the same DC or
suffer 3d6 points of temporary Constitution
damage.


IIRC The 5e curse of strahd kinda sorta has some of those in the various ways PC's can acquire negative traits through madness, but the mechanics are the missing critical factor since those are things a player can choose to flatly ignore entirely. Ironically the 3.0 Ravenloft book introduces fear horror & madness with the "if" that 5e assumes no player would ever ever consider ignoring
1776262542909.png
 

log in or register to remove this ad

I've never even seen it.
So you are arguing about rules you haven't even read?

TSR was not subtle: Feat and Horror was a Punishment Mechanism. They say so themselves in Domains of Dread:

Notes on Fear and Horror

As even a casual examination of the mechanics presented in this chapter will reveal, the effects of even a failed fear check an be truly terrible. Some might even say that they seem more severe than the circumstances justify. This is intentional.

Fear and horror checks are designed to promote role-playing by forcing players to have their characters act frightened in rightening situations. Players who know that a failed check can have long lasting effects on their characters will begin to Role-play encounters that would normally call for fear or horror checks in order to avoid having to make those checks. Before long, this tactic should have even the most hardened rules lawyer or war garner role-playing his heart out.

While individual Dungeon Masters may wish to extend this grace to include madness checks, it is recommended that even he best role-players be asked to roll dice when subjected to such traumatic effects.

They said the quiet part out loud: This is a overly punitive mechanic designed to force players to play to a standard set the DM. If the DM feels you are playing what he or she thinks is appropriately horrified or fearful, no dice are needed. If they don't Save vs. Paralysis. Of course, what constitutes Role-playing a scenario sufficiently to avoid the mechanical drawbacks are not discussed; the DM is free to set whatever arbitrary limits they feel is sufficient. Is screaming like a schoolgirl enough? Puking? Wasting an turn doing nothing? Abandoning your friends and allies by running away like a chicken with its head cut off? Or merely stating "my character looks at the creature with fear and revolusion." good enough?

The answer, of course, is "Read the DMs mind or make a saving throw."
 

So you are arguing about rules you haven't even read?

TSR was not subtle: Feat and Horror was a Punishment Mechanism. They say so themselves in Domains of Dread:



They said the quiet part out loud: This is a overly punitive mechanic designed to force players to play to a standard set the DM. If the DM feels you are playing what he or she thinks is appropriately horrified or fearful, no dice are needed. If they don't Save vs. Paralysis. Of course, what constitutes Role-playing a scenario sufficiently to avoid the mechanical drawbacks are not discussed; the DM is free to set whatever arbitrary limits they feel is sufficient. Is screaming like a schoolgirl enough? Puking? Wasting an turn doing nothing? Abandoning your friends and allies by running away like a chicken with its head cut off? Or merely stating "my character looks at the creature with fear and revolusion." good enough?

The answer, of course, is "Read the DMs mind or make a saving throw."
I feel like going beyond that single sentence in your partial quote of post 121 answers that ""why" complete with citations of relevant rules.

Similar rules have existed in multiple editions
In fact you missed some of them being quoted in your haste to partially quote post 121 with only a single sentence.
 



"If a player portrays the stark terror of her hero without prompting, no die roll is necessary."

It's almost like the rule itself exists as a stick the GM can use if players choose to completely ignore Ravenloft's inconveniences as 5e invites "sensible" players to do with madness table traits alone.
The same characters who had been fighting dragons and been on battlefields covered in bloody entrails are supposed to be scared by a skeleton falling out of a cupboard?! But whatever, the point of horror isn’t for the players to pretend they are frightened, the point is for them to actually be frightened (/disturbed/horrified). You don’t go to a horror movie and pretend to be frightened. If you had to pretend you would demand your money back. You do that with words, not with dumb rules that remove player agency. What stick do the players get to hit the DM with when they can’t tell a scary story?
 
Last edited:




The same characters who had been fighting dragons and been on battlefields covered in bloody entrails are supposed to be scared by a skeleton falling out of a cupboard?! But whatever, the point of horror isn’t for the players to pretend they are frightened, the point is for them to actually be frightened (/disturbed/horrified). You don’t go to a horror movie and pretend to be frightened. If you had to pretend you would demand your money back. You do that with words, not with dumb rules that remove player agency. What stick do the players get to hit the DM with when they can’t tell a scary story?
Absolutely yes, those same big bad pcs. Here you point out the critical function played by those 44 pages of new and revised bits of core rules making up chapter 3 that wotc has refused to supply for 5e and does not seem to be including on the 3rd try. Sure it was no big deal facing that dragon while covered in blood when backed by well known magic and powerful abilities, but a whole bunch of them changed in Ravenloft and that resulted in new risks to worry about.... Unless it's 5e Ravenloft, things are totally the same and there's nothing to be concerned about because players get to decide those toothless madness table traits just don't apply to their big bad pc
 

Recent & Upcoming Releases

Remove ads

Recent & Upcoming Releases

Remove ads

Top