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Designing my own system; how to work the imposition of "fear" effects?
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<blockquote data-quote="Dustin DePenning" data-source="post: 6560307" data-attributes="member: 6791549"><p>I agree what others are saying about not wanting to force the players to behave a certain way. In real life, your own fear may not "force" you to do something, it just puts you in a psychological state that inclines certain behavior. So I'd go along the line of a penalty-based status effect rather than morale points or forced behaviors.</p><p></p><p>How many status effects do you have in your game? I find that you don't need very many status effects. Multiple events can cause the same status and still make sense narratively. For example, being sick and being afraid can cause they same -2 to rolls (or +5% to difficulty, in your game).</p><p></p><p>If you get your status effects cleaned up and intuitive, that's half way to making the system simpler. After that, go with some of the suggestions other have with morale bonuses making you resistant to fear or removing fear penalties. It's clean and classic to handle it that way.</p></blockquote><p></p>
[QUOTE="Dustin DePenning, post: 6560307, member: 6791549"] I agree what others are saying about not wanting to force the players to behave a certain way. In real life, your own fear may not "force" you to do something, it just puts you in a psychological state that inclines certain behavior. So I'd go along the line of a penalty-based status effect rather than morale points or forced behaviors. How many status effects do you have in your game? I find that you don't need very many status effects. Multiple events can cause the same status and still make sense narratively. For example, being sick and being afraid can cause they same -2 to rolls (or +5% to difficulty, in your game). If you get your status effects cleaned up and intuitive, that's half way to making the system simpler. After that, go with some of the suggestions other have with morale bonuses making you resistant to fear or removing fear penalties. It's clean and classic to handle it that way. [/QUOTE]
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Designing my own system; how to work the imposition of "fear" effects?
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