KrnlKrazy
First Post
Hello hello! Before I dig into what I want to talk about I do apologize if I am placing this in the wrong section!
So I'm new these forums but I joined up in hopes of gaining some help for something I've been making.
You see I'm a new DM but I've been playing for quite a long while (mostly 5th edition) and I want to
make some campaigns but they are kind of special in a few ways. Its a new world with new lore
and the idea is mainly a semi Victorian era where magic has died and now its more about industry.
But elderitch horrors lurk in corners of the world and madness is creeping into those who try and solve
the mystery's and happenings that involve them.
SO! What I really need help with is making a few of the rules. Right now I have a neat little madness mechanic
but needs work. Here is what I got so far in terms of mechanics.
Madness
*Points of madness are gained when making a mental save
*Points gained differ depending on the level of horror of the monster
Level 1
20-15 = 0 madness
15-10 = 1 madness
10-5 = 2 madness
5-0 = 3 madness
Level 2 every thing goes up by 1 and level 3 goes up by 2
The next part of the madness mechanic is that every 5 points gained (max of 20) you gain a derangement.
there are four sections and you roll a d4 to decide what section you will roll in. each has 6 total derangements.
Fear has specific animal, shadows, crowds, simple objects, your own power/ and or your own actions, and paranoia
Hallucinations has auditory- female voice, auditory-angry male voice, auditory-worshipers, visual-most recent monster. visual-bloody victims, and visual-yourself
Anger has color specific, insults, reflections, highly critical, egotistical or pride, and over reactions
Anxiety has alcohol, inns/taverns, authority figures, animals, making decisions, and opposite sex
These would trigger during times the DM would say or based on how player plays them out. When they do reach certain triggers (again based on DM and or campaign) they gain more madness.
You can get more then one derangement. But I don't have a negative to fighting yet.
Madness would be gained very rapidly but can be countered by using and hour that is given by DM to recover one point. What ever you do in that hour depends on character and there story.
if you go below what was giving you a derangement say you had 5 and you go down by one you lose that derangement. If you were at 10 and go down 1 you would lose only 1 derangement.
To make things more challenging the only way to heal yourself is by either having someone use a spell, use 1 hour of your time to heal, or have someone else use 1 hour to heal you. This would make you have to balance out how you go about recovering hit points and madness. Again this is a rougher section of the mechanic.
Guns are so available to use in this world and so I've been using the gun stats given in the DM Guide on page 268.
To balance for damage what I have done is made this formula
(#guns*12)/2= add this to monsters health
After add more to the mechanics and balance it out I think all I need to do is just play test really :s
So I'm new these forums but I joined up in hopes of gaining some help for something I've been making.
You see I'm a new DM but I've been playing for quite a long while (mostly 5th edition) and I want to
make some campaigns but they are kind of special in a few ways. Its a new world with new lore
and the idea is mainly a semi Victorian era where magic has died and now its more about industry.
But elderitch horrors lurk in corners of the world and madness is creeping into those who try and solve
the mystery's and happenings that involve them.
SO! What I really need help with is making a few of the rules. Right now I have a neat little madness mechanic
but needs work. Here is what I got so far in terms of mechanics.
Madness
*Points of madness are gained when making a mental save
*Points gained differ depending on the level of horror of the monster
Level 1
20-15 = 0 madness
15-10 = 1 madness
10-5 = 2 madness
5-0 = 3 madness
Level 2 every thing goes up by 1 and level 3 goes up by 2
The next part of the madness mechanic is that every 5 points gained (max of 20) you gain a derangement.
there are four sections and you roll a d4 to decide what section you will roll in. each has 6 total derangements.
Fear has specific animal, shadows, crowds, simple objects, your own power/ and or your own actions, and paranoia
Hallucinations has auditory- female voice, auditory-angry male voice, auditory-worshipers, visual-most recent monster. visual-bloody victims, and visual-yourself
Anger has color specific, insults, reflections, highly critical, egotistical or pride, and over reactions
Anxiety has alcohol, inns/taverns, authority figures, animals, making decisions, and opposite sex
These would trigger during times the DM would say or based on how player plays them out. When they do reach certain triggers (again based on DM and or campaign) they gain more madness.
You can get more then one derangement. But I don't have a negative to fighting yet.
Madness would be gained very rapidly but can be countered by using and hour that is given by DM to recover one point. What ever you do in that hour depends on character and there story.
if you go below what was giving you a derangement say you had 5 and you go down by one you lose that derangement. If you were at 10 and go down 1 you would lose only 1 derangement.
To make things more challenging the only way to heal yourself is by either having someone use a spell, use 1 hour of your time to heal, or have someone else use 1 hour to heal you. This would make you have to balance out how you go about recovering hit points and madness. Again this is a rougher section of the mechanic.
Guns are so available to use in this world and so I've been using the gun stats given in the DM Guide on page 268.
To balance for damage what I have done is made this formula
(#guns*12)/2= add this to monsters health
After add more to the mechanics and balance it out I think all I need to do is just play test really :s
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