CoC: Everyone is dead.

Re: ANother Mechanic

teitan said:
My concern is the Psychic Feats costing sanity. I haven't allowed Psychic feats yet, but may if I go with this POW mechanic.

Jason

I really hate the Sanity cost of the Psychic feats. For me, it's a silly way to seek that mytic game balance, and it has no sense. YMMV, of course...
 

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Re: Re: ANother Mechanic

I really hate the Sanity cost of the Psychic feats. For me, it's a silly way to seek that mytic game balance, and it has no sense.

These people are directly sensing things that aren't there -- and you find the Sanity cost arbitrary?
 

Re: Re: Re: ANother Mechanic

mmadsen said:


These people are directly sensing things that aren't there -- and you find the Sanity cost arbitrary?

Yes.

I could understand a cost the first time you use the pozer (for using a popular analogy, I'm sure Spiderman lost some sanity the first time he discovered he had those nice powers ;) ), but not each time you use them. That is plainly silly, IMO, of course, and makes that feats almost useless. YMMV, of course...
 

Since "Little Slices of Death" uses Terrors From Beyond, I though I'd point everyone to the Lovecraft story that introduces them: From Beyond.

Spoiler: Lovecraft's narrator-protagonist survives the ordeal by destroying Tillinghast's machine (analogous to the machine in "Little Slices"). In "Little Slices", I'm not sure how the investigators are supposed to know the machine summons the Terrors until it's too late.
 

Meanwhile the d20 version's use of temporary characteristic drain for spells - particularly the intelligence score - is a very poor and heavy-handed mechanism to use - again for the lack of roleplaying opportunities.

Again, I ask, what mechanics provide better roleplaying handles? Certainly not spell slots! Power points? No. Vitality? Not really.
 

Re: Re: Re: Re: ANother Mechanic

Horacio said:

I could understand a cost the first time you use the pozer (for using a popular analogy, I'm sure Spiderman lost some sanity the first time he discovered he had those nice powers ;) )

Now there's a _great_ explanation for why he wears that lurid spandex outfit in public....
 

Re: Re: Re: Re: Re: ANother Mechanic

hong said:


Now there's a _great_ explanation for why he wears that lurid spandex outfit in public....

And that explanation is valid for a lot of superheroes ;)
 

mmadsen said:
Again, I ask, what mechanics [for limiting magic] provide better roleplaying handles?

Well, the obvious answer for CoC is Sanity. After all you are dabbling with "things man was not meant to know."

The Ravenloft Fear/Horror/Madness rules provide a variety of short and long-term effects that would work well for sanity. And combined with the ideas from the Book of Broken Dreams, you'd have some great hooks for roleplaying. It would be very interesting to extend those to side effects of throwing magic.

Since CoC centers around the concept of Sanity, it's a shame that they haven't bothered to expand the rules. Right now it's entirely up to the GM and players to try to make something playable out of them.
 

NemesisPress said:
Right now it's entirely up to the GM and players to try to make something playable out of them.

Isn't this true of all RPG mechanics? I mean look at DnD's attack system. The game tells you when you hit but it is up tot he players and the DM to make something playable out of it and styles vary from group to group.

It sounds on the one hand like you want the game designers to tell you how to roleplay your particular case of madness and then on the other you are compaining that they are limiting role-playing.

By telling you when the character goes insane but leaving it up to the players and the keeper to decide how the character reacts to insanity I see the Role-playing possibilities as expanded not limited. If on the other hand they told you every time what the character specifically did in each case then I would see that as limiting role-playing.

And the stat drains in spells demonstrate that the spells effect the body and brain of the caster, not just the soul/mind.
 

Well, the obvious answer for CoC is Sanity.

Learning spells and casting spells both cost Sanity already. If you're an insane cult leader, Sanity isn't an issue, but the Ability Drain still places some limit on your spellcasting.

The Ravenloft Fear/Horror/Madness rules provide a variety of short and long-term effects that would work well for sanity.

I don't understand what you're getting at. Call of Cthulhu d20 presents two tables (4-2 and 4-3, p. 49) of insanity effects. Aren't those hooks for roleplaying?
 

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