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Lamp's Light Sanitarium: A Horror Sourcebook & Adventure for 5th Edition
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<blockquote data-quote="matthewdcorley" data-source="post: 7516785" data-attributes="member: 6882671"><p>We're a shade under 20% funded and I thought I'd share an update from the Kickstarter</p><p></p><p>[ATTACH]102841[/ATTACH]</p><p></p><p><strong>Sanity and Madness Rules Part 1</strong></p><p></p><p>The first question that many of you will have about a campaign that takes place in an asylum is, “how will we incorporate sanity and madness rules within our games?” </p><p></p><p>To that end Lamp's Light contains an appendix to discuss that very question. The appendix offers two complementary approaches to adding this mechanic into your game. Over the next few updates I’ll be delving into the new optional rules for Sanity and Madness. First things first, how do you determine your sanity score and Sanity checks?</p><p></p><p><strong>SANITY SCORE </strong></p><p>Your character’s Sanity score is equal to her Charisma score plus her Wisdom modifier. The maximum Sanity score a character can achieve is 25. The character’s maximum Sanity and her current Sanity should be recorded separately. The character’s Sanity can change based on Sanity checks. In most cases, the character can recover lost Sanity through either magic or the expenditure of downtime days. The character’s Sanity score cannot exceed her maximum as determined by her Charisma and Wisdom scores. </p><p></p><p><strong>SANITY CHECKS </strong></p><p>To make a Sanity check roll a d20 and apply your current (not maximum) Sanity score modifier. If the roll is equal to or higher than the DC the character succeeds the check and is able to maintain her mental coherence. If the roll is less than the DC she fails the check. With a failed check she loses a portion of her Sanity and rolls on the madness table. Any madness that a character develops is transient unless otherwise noted. A roll of a natural 1 is considered a fumble and always fails. A specific encounter and/or named NPC/creature can only incite a single Sanity check. </p><p></p><p> In our next update I’ll be going over the different types of madness and how they come in to play. </p><p></p><p> Thank you all for your support. Please help to continue to support this project with shares, likes, and retweets across you social media. We have a lot of amazing stretch goals that I know we can get to. </p><p></p><p> -Matt</p></blockquote><p></p>
[QUOTE="matthewdcorley, post: 7516785, member: 6882671"] We're a shade under 20% funded and I thought I'd share an update from the Kickstarter [ATTACH=CONFIG]102841._xfImport[/ATTACH] [B]Sanity and Madness Rules Part 1[/B] The first question that many of you will have about a campaign that takes place in an asylum is, “how will we incorporate sanity and madness rules within our games?” To that end Lamp's Light contains an appendix to discuss that very question. The appendix offers two complementary approaches to adding this mechanic into your game. Over the next few updates I’ll be delving into the new optional rules for Sanity and Madness. First things first, how do you determine your sanity score and Sanity checks? [B]SANITY SCORE [/B] Your character’s Sanity score is equal to her Charisma score plus her Wisdom modifier. The maximum Sanity score a character can achieve is 25. The character’s maximum Sanity and her current Sanity should be recorded separately. The character’s Sanity can change based on Sanity checks. In most cases, the character can recover lost Sanity through either magic or the expenditure of downtime days. The character’s Sanity score cannot exceed her maximum as determined by her Charisma and Wisdom scores. [B]SANITY CHECKS [/B] To make a Sanity check roll a d20 and apply your current (not maximum) Sanity score modifier. If the roll is equal to or higher than the DC the character succeeds the check and is able to maintain her mental coherence. If the roll is less than the DC she fails the check. With a failed check she loses a portion of her Sanity and rolls on the madness table. Any madness that a character develops is transient unless otherwise noted. A roll of a natural 1 is considered a fumble and always fails. A specific encounter and/or named NPC/creature can only incite a single Sanity check. In our next update I’ll be going over the different types of madness and how they come in to play. Thank you all for your support. Please help to continue to support this project with shares, likes, and retweets across you social media. We have a lot of amazing stretch goals that I know we can get to. -Matt [/QUOTE]
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