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<blockquote data-quote="Aldarc" data-source="post: 8277347" data-attributes="member: 5142"><p>This is one of my problems with the Madness rules. They are a little too vague and rudderless, while also relying a little too heavily on GM fiat, which may as well be "roll when I feel like it." I don't find the guidelines in the book particularly helpful, and we can get into that later. </p><p></p><p></p><p>That's fine. It was more of a "great if you have some to give, but okay if you don't" thing. </p><p></p><p></p><p>Part of my problem is that these are mostly GM fiat and vague. The GM may choose to call for rolls for these things. Or they may not. The GM calls for a sanity saving throw or ability check? What's the DC? What count as alien creatures? What are demiplanes built on alien physics? Which spells affect mental stability? </p><p></p><p>Furthermore, on a failed save, what happens? The DMG tells me that the players might result in short-term, long-term, or indefinite madness. But these don't strike me as of equal weight in terms of debilitating the character. Any of these things may reduce the additionally optional sanity score. But there are no guidelines for when to pick one table versus another table. None that I can find. GM fiat? </p><p></p><p></p><p>IMO, the mechanics are a little too loosely attached. I get it. They are optional rules. But when you look at a game like SotDL, which I know you have, which provides more concrete triggers and incorporates it into the bestiary, spells, and such. You are frightened for a number of rounds equal to your insanity score. Insanity equal to your Will causes madness, and you roll on the madness chart. There are guidelines for minor, major, severe, and extreme situations that may impose a boon or bane on the check depending on the severity. You can reduce your insanity by basically leaning into your insanity and selecting a quirk. You gain insanity when resurrected. Insanity can potentially break concentration. Paths also may have insanity mechanics. It's some GM fiat, albeit with more defined guidelines, but a lot of integrated mechanics.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8277347, member: 5142"] This is one of my problems with the Madness rules. They are a little too vague and rudderless, while also relying a little too heavily on GM fiat, which may as well be "roll when I feel like it." I don't find the guidelines in the book particularly helpful, and we can get into that later. That's fine. It was more of a "great if you have some to give, but okay if you don't" thing. Part of my problem is that these are mostly GM fiat and vague. The GM may choose to call for rolls for these things. Or they may not. The GM calls for a sanity saving throw or ability check? What's the DC? What count as alien creatures? What are demiplanes built on alien physics? Which spells affect mental stability? Furthermore, on a failed save, what happens? The DMG tells me that the players might result in short-term, long-term, or indefinite madness. But these don't strike me as of equal weight in terms of debilitating the character. Any of these things may reduce the additionally optional sanity score. But there are no guidelines for when to pick one table versus another table. None that I can find. GM fiat? IMO, the mechanics are a little too loosely attached. I get it. They are optional rules. But when you look at a game like SotDL, which I know you have, which provides more concrete triggers and incorporates it into the bestiary, spells, and such. You are frightened for a number of rounds equal to your insanity score. Insanity equal to your Will causes madness, and you roll on the madness chart. There are guidelines for minor, major, severe, and extreme situations that may impose a boon or bane on the check depending on the severity. You can reduce your insanity by basically leaning into your insanity and selecting a quirk. You gain insanity when resurrected. Insanity can potentially break concentration. Paths also may have insanity mechanics. It's some GM fiat, albeit with more defined guidelines, but a lot of integrated mechanics. [/QUOTE]
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