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Designing my own system; how to work the imposition of "fear" effects?
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<blockquote data-quote="System Ufera" data-source="post: 6554712" data-attributes="member: 6671268"><p>Well, I never said it was a constant mechanic; I kind of thought that that would be made clear by my first post. It'll come up when fear effects are applied. </p><p></p><p></p><p></p><p>The problem I have with this is the same problem I had with roleplaying DnD 4e Warlords. I, myself, never played DnD 4e Warlords (though I've seen others play them) because those characters are supposed to be expert tacticians and such, and thus they will be expected to be roleplayed as expert tacticians. However, since you're the one making your character's decisions, how tactically smart you are as a player matters more than how smart your character is, and if you're not tactically smart, your character will also not be tactically smart, no matter what your character sheet says. It's the same problem with GM's convincing their players that their characters are in danger; if the GM isn't very charismatic, it'll cause problems.</p><p></p><p></p><p></p><p>See above. Basically, I agree that fear should be a special thing, but what I'm unsure of is the details of how it should be measured/imposed. The problem with the current system is the fact that it makes it impossible for higher amounts of fear to be applied quickly, and the problem with my alternative system is the addition of yet another thing to keep track of.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6554712, member: 6671268"] Well, I never said it was a constant mechanic; I kind of thought that that would be made clear by my first post. It'll come up when fear effects are applied. The problem I have with this is the same problem I had with roleplaying DnD 4e Warlords. I, myself, never played DnD 4e Warlords (though I've seen others play them) because those characters are supposed to be expert tacticians and such, and thus they will be expected to be roleplayed as expert tacticians. However, since you're the one making your character's decisions, how tactically smart you are as a player matters more than how smart your character is, and if you're not tactically smart, your character will also not be tactically smart, no matter what your character sheet says. It's the same problem with GM's convincing their players that their characters are in danger; if the GM isn't very charismatic, it'll cause problems. See above. Basically, I agree that fear should be a special thing, but what I'm unsure of is the details of how it should be measured/imposed. The problem with the current system is the fact that it makes it impossible for higher amounts of fear to be applied quickly, and the problem with my alternative system is the addition of yet another thing to keep track of. [/QUOTE]
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Designing my own system; how to work the imposition of "fear" effects?
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