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Community
General Tabletop Discussion
*Pathfinder & Starfinder
implementing insanity in a typical FR campaign
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<blockquote data-quote="jester47" data-source="post: 1409467" data-attributes="member: 2238"><p>Well Darkbard-</p><p></p><p>you are in luck. I am about to put it in FR (with a lot of other rules). The thing is that the Sanity rules in UA are written with Fantasy in mind instead of Horror roleplaying, and they are streamlined a bit more than the ones in Call of Cthulu. Basicly, I am going off the tenant that Magic makes you nuts. Sammaster went nuts in the wrong way. And everyone knows this. However, Ed Greenwood has mentioned that Elminster is not really playing with a full bag of marbles either. Its just that he has gone insane in a different way (some of his quirks are indicative of not being all there). </p><p></p><p>The way I am doing it is I am using sanity resistance equal to the character's Wis bonus. I AM using moderate san loss from spellcasting. Learning spells also has an effect. Divine casters are the big winner when it comes to sanity. They do not loose san for learning spells as the spells come from thier diety who may be insane or never will be insane or may simply be the will of nature. Arcane spellcasters loose 1 san for each of a spells level they learn. Creatures and monsters I am playing by ear using table 6-5 as a guideline. Most anything with a 0 in front of it will ussually have no effect. Combined with san resistance this makes the weirder monsters more san destroying and the lower level spells much safer. However, woe be to the talented practitioner of the art whose talent is not matched by his wisdom...</p><p></p><p>Healing is as stated in the book. With the heal skill, and the right fantasy drugs that are listed, you can see why people in the realms have been able to persist, and why the terribly powerful mages are nuts. </p><p></p><p>Aaron</p></blockquote><p></p>
[QUOTE="jester47, post: 1409467, member: 2238"] Well Darkbard- you are in luck. I am about to put it in FR (with a lot of other rules). The thing is that the Sanity rules in UA are written with Fantasy in mind instead of Horror roleplaying, and they are streamlined a bit more than the ones in Call of Cthulu. Basicly, I am going off the tenant that Magic makes you nuts. Sammaster went nuts in the wrong way. And everyone knows this. However, Ed Greenwood has mentioned that Elminster is not really playing with a full bag of marbles either. Its just that he has gone insane in a different way (some of his quirks are indicative of not being all there). The way I am doing it is I am using sanity resistance equal to the character's Wis bonus. I AM using moderate san loss from spellcasting. Learning spells also has an effect. Divine casters are the big winner when it comes to sanity. They do not loose san for learning spells as the spells come from thier diety who may be insane or never will be insane or may simply be the will of nature. Arcane spellcasters loose 1 san for each of a spells level they learn. Creatures and monsters I am playing by ear using table 6-5 as a guideline. Most anything with a 0 in front of it will ussually have no effect. Combined with san resistance this makes the weirder monsters more san destroying and the lower level spells much safer. However, woe be to the talented practitioner of the art whose talent is not matched by his wisdom... Healing is as stated in the book. With the heal skill, and the right fantasy drugs that are listed, you can see why people in the realms have been able to persist, and why the terribly powerful mages are nuts. Aaron [/QUOTE]
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implementing insanity in a typical FR campaign
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