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*TTRPGs General
Designing my own system; how to work the imposition of "fear" effects?
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<blockquote data-quote="System Ufera" data-source="post: 6560369" data-attributes="member: 6671268"><p>Hmm... The problem I have with this is the fact that the primary reason I want to keep the "forced" behavior (in actuality, it's actually more like "limited" behavior - if you're terrified, you can't move closer to the source of the fear, unless that's the only obvious exit) is the fact that the status effects can also apply to NPC's and enemies, and as I said before, I don't want to design my game too subjectively.</p><p></p><p></p><p></p><p>I have a <em>lot</em> of status effects in my game, and some of them have come up a lot in playtesting (especially since many damage types have status effects attached to them - significant Fire damage causes Burning, for example). Currently, I have the following:</p><p></p><p>[SBLOCK]</p><p>-Bleeding: Ongoing damage until healed; occurs automatically if dropped below 0 HP</p><p>-Blind: Huge penalty to physical abilities; must make perception check when attacking to attack correct target; cannot be effected by visual effects such as illusions (unless the blindness is itself caused by a visual effect)</p><p>-Burning: Ongoing Fire damage; increases per round as the fire gets bigger</p><p>-Challenged: Basically like the defenders' Mark from DnD 4e</p><p>-Confused: Take random action every turn</p><p>-Damp/Drenched: Vulnerability to Cold/Lightning damage; helps resist Fire damage</p><p>-Dazed: Fewer "action points" to spend on things to do per turn (pretty significant in my game)</p><p>-Dazzled: Impaired vision; gives penalty to certain physical abilities</p><p>-Dead: Obvious</p><p>-Deaf: Penalty to checks related to making or using noise; cannot be effected by audio effects</p><p>-Disabled: Almost Dying (such as being stabilized, but not healed, from Dying); risks going back to Dying if put under stress</p><p>-Distracted: Penalty to all abilities and defenses; opens up possibility of Sneak Attacks</p><p>-Dying: Negative HP; imposes Bleeding 3</p><p>-Encumbered: Carrying too much stuff; hinders movement and can cause Fatigue</p><p>-Fatigued/Exhausted: Cannot run; penalties to physical abilities</p><p>-Helpless: Much easier to attack and damage; usually caused by paralysis/stunning, unconsciousness, or being completely unaware of danger</p><p>-Immobilized: Cannot move</p><p>-Numbed: Penalty depends on which body part is numbed</p><p>-Paralyzed: Cannot physically act</p><p>-Spooked/Panicked/Terrified: The thing we're discussing</p><p>-Stunned: Cannot mentally act</p><p>-Unconscious: Helpless; happens when dropped to 0 or lower HP</p><p>-Weakened Body: Half physical damage; penalty to physical abilities</p><p>-Weakened Mind: Half wizardry spell damage; penalty to mental abilities</p><p>-Weakened Will: Half sorcery spell/miracle damage; penalty to personal abilities</p><p></p><p>I had some other status effects which have since been removed, including Swarmed (occurs when fighting swarm-type enemies, such as clouds of insects) and Traumatized (occurs when enough damage is received in a short period of time; severely limits character's abilities). I also have a race-specific status effect (not removed), called Pre-Fatigued (has no penalties; acts as a buffer before actual Fatigue), for an extremely durable race.</p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6560369, member: 6671268"] Hmm... The problem I have with this is the fact that the primary reason I want to keep the "forced" behavior (in actuality, it's actually more like "limited" behavior - if you're terrified, you can't move closer to the source of the fear, unless that's the only obvious exit) is the fact that the status effects can also apply to NPC's and enemies, and as I said before, I don't want to design my game too subjectively. I have a [I]lot[/I] of status effects in my game, and some of them have come up a lot in playtesting (especially since many damage types have status effects attached to them - significant Fire damage causes Burning, for example). Currently, I have the following: [SBLOCK] -Bleeding: Ongoing damage until healed; occurs automatically if dropped below 0 HP -Blind: Huge penalty to physical abilities; must make perception check when attacking to attack correct target; cannot be effected by visual effects such as illusions (unless the blindness is itself caused by a visual effect) -Burning: Ongoing Fire damage; increases per round as the fire gets bigger -Challenged: Basically like the defenders' Mark from DnD 4e -Confused: Take random action every turn -Damp/Drenched: Vulnerability to Cold/Lightning damage; helps resist Fire damage -Dazed: Fewer "action points" to spend on things to do per turn (pretty significant in my game) -Dazzled: Impaired vision; gives penalty to certain physical abilities -Dead: Obvious -Deaf: Penalty to checks related to making or using noise; cannot be effected by audio effects -Disabled: Almost Dying (such as being stabilized, but not healed, from Dying); risks going back to Dying if put under stress -Distracted: Penalty to all abilities and defenses; opens up possibility of Sneak Attacks -Dying: Negative HP; imposes Bleeding 3 -Encumbered: Carrying too much stuff; hinders movement and can cause Fatigue -Fatigued/Exhausted: Cannot run; penalties to physical abilities -Helpless: Much easier to attack and damage; usually caused by paralysis/stunning, unconsciousness, or being completely unaware of danger -Immobilized: Cannot move -Numbed: Penalty depends on which body part is numbed -Paralyzed: Cannot physically act -Spooked/Panicked/Terrified: The thing we're discussing -Stunned: Cannot mentally act -Unconscious: Helpless; happens when dropped to 0 or lower HP -Weakened Body: Half physical damage; penalty to physical abilities -Weakened Mind: Half wizardry spell damage; penalty to mental abilities -Weakened Will: Half sorcery spell/miracle damage; penalty to personal abilities I had some other status effects which have since been removed, including Swarmed (occurs when fighting swarm-type enemies, such as clouds of insects) and Traumatized (occurs when enough damage is received in a short period of time; severely limits character's abilities). I also have a race-specific status effect (not removed), called Pre-Fatigued (has no penalties; acts as a buffer before actual Fatigue), for an extremely durable race. [/SBLOCK] [/QUOTE]
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