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Fear and Cowardice
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<blockquote data-quote="MrGrenadine" data-source="post: 4772552" data-attributes="member: 62619"><p>Since most of the time rolls that result in fleeing in fear are prompted by unusual circumstances--an incredibly huge monster, a powerful spell, a particularly violent or grotesque tableau, etc.--its quite different than your wartime example. Its not like the group has been training for years to fight orcs, and then someone runs away the first time they see an orc, (or worse yet--the fifteenth time). Rather, its more likely to happen when a group trained to fight orcs turns a corner and bumps noses with a demon or a dragon. So as long as the circumstances really warrant the reaction, I think it makes sense.</p><p></p><p>As for what the characters think about someone fleeing...it depends on how each character is being RP'ed. In general though, I think highly trained and experienced adventurers, (which, an argument can be made, describes characters even at level 1)--who know there are dangers in the world that could destroy them, and know there is magic in the world that could affect their bodies or minds--would see someone reacting in fear as just part of the job. Unless the character is being RP'ed as cowardly, my assumption is that he or she is in fact courageous, and has a good damn reason to be breaking ranks. And unless a character is being RP'ed as distrustful or suspicious or belittling, I think most characters would pat their ally on the back after all is said and done, and say "you'll get 'em next time".</p><p></p><p>After all, every character is going to lose it at some point if he or she lives long enough.</p><p></p><p></p><p>All that being said, I always hate losing control of my character. Sitting powerlessly while the game goes on without you is the height of not fun, IMO. I would much rather be given the option of taking some penalty, like a -3 to all attacks and damage as a fear effect, instead of actually running out of the room. Again, its based on RP--if I'm playing a physically weak character, or one who has a deathly fear of whatever it is we're fighting, then running makes sense. On the other hand, my raging halfling barbarian should be given the chance to grit his teeth and fight through it.</p></blockquote><p></p>
[QUOTE="MrGrenadine, post: 4772552, member: 62619"] Since most of the time rolls that result in fleeing in fear are prompted by unusual circumstances--an incredibly huge monster, a powerful spell, a particularly violent or grotesque tableau, etc.--its quite different than your wartime example. Its not like the group has been training for years to fight orcs, and then someone runs away the first time they see an orc, (or worse yet--the fifteenth time). Rather, its more likely to happen when a group trained to fight orcs turns a corner and bumps noses with a demon or a dragon. So as long as the circumstances really warrant the reaction, I think it makes sense. As for what the characters think about someone fleeing...it depends on how each character is being RP'ed. In general though, I think highly trained and experienced adventurers, (which, an argument can be made, describes characters even at level 1)--who know there are dangers in the world that could destroy them, and know there is magic in the world that could affect their bodies or minds--would see someone reacting in fear as just part of the job. Unless the character is being RP'ed as cowardly, my assumption is that he or she is in fact courageous, and has a good damn reason to be breaking ranks. And unless a character is being RP'ed as distrustful or suspicious or belittling, I think most characters would pat their ally on the back after all is said and done, and say "you'll get 'em next time". After all, every character is going to lose it at some point if he or she lives long enough. All that being said, I always hate losing control of my character. Sitting powerlessly while the game goes on without you is the height of not fun, IMO. I would much rather be given the option of taking some penalty, like a -3 to all attacks and damage as a fear effect, instead of actually running out of the room. Again, its based on RP--if I'm playing a physically weak character, or one who has a deathly fear of whatever it is we're fighting, then running makes sense. On the other hand, my raging halfling barbarian should be given the chance to grit his teeth and fight through it. [/QUOTE]
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