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Knowledge of 1st Level Characters
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<blockquote data-quote="Silveras" data-source="post: 1388303" data-attributes="member: 6271"><p>That is largely up to the DM on how s/he wants to run the world. </p><p></p><p>Characters who come from a city ruled by Necromancers might well be used to seeing Zombies carrying their leaders in a sedan chair on a daily basis. </p><p></p><p>Characters from the peaceful, pastoral countryside of Wholesomeville might be paralyzed with fear at the sight of a dead body, never mind one that got up and started shambling around. </p><p></p><p>Ravenloft (2nd Edition) used Fear and Horror checks for such circumstances. These were done as a game mechanic to make the *characters* react to the frightening sights and experiences even if the players were blase about it. </p><p></p><p>Unearthed Arcana incorporates the Sanity rules from Call of Cthulhu, for much the same purpose. Each time you see something unnatural, you are expected to make a roll. The DC of the roll is determined by what you see ... the more strange or revolting the thing, the more difficult the roll. Each time you fail, you lose a few points of Sanity. Eventually, you crack. Sometimes it is temporary; sometimes it is permanent. </p><p></p><p>Either of those approaches is good for showing the effects of such weird stuff on the PCs. However, you should make sure your whole groups wants that sort of flavor before introducing it. D&D is about heroes, people who master their fear and do what they need to do despite being afraid. A game mechanic that forces them to run, or go mad, isn't quite in the same vein.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1388303, member: 6271"] That is largely up to the DM on how s/he wants to run the world. Characters who come from a city ruled by Necromancers might well be used to seeing Zombies carrying their leaders in a sedan chair on a daily basis. Characters from the peaceful, pastoral countryside of Wholesomeville might be paralyzed with fear at the sight of a dead body, never mind one that got up and started shambling around. Ravenloft (2nd Edition) used Fear and Horror checks for such circumstances. These were done as a game mechanic to make the *characters* react to the frightening sights and experiences even if the players were blase about it. Unearthed Arcana incorporates the Sanity rules from Call of Cthulhu, for much the same purpose. Each time you see something unnatural, you are expected to make a roll. The DC of the roll is determined by what you see ... the more strange or revolting the thing, the more difficult the roll. Each time you fail, you lose a few points of Sanity. Eventually, you crack. Sometimes it is temporary; sometimes it is permanent. Either of those approaches is good for showing the effects of such weird stuff on the PCs. However, you should make sure your whole groups wants that sort of flavor before introducing it. D&D is about heroes, people who master their fear and do what they need to do despite being afraid. A game mechanic that forces them to run, or go mad, isn't quite in the same vein. [/QUOTE]
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