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Modeling Misery
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7975719" data-attributes="member: 6871653"><p>Giffyglyph Darker Dungeon as a nice mechanic for Stress gathered while adventuring. <a href="https://giffyglyph.com/darkerdungeons/rules/stress_and_afflictions.html#stress_and_afflictions" target="_blank">Giffyglyph's Darker Dungeons | Stress & Afflictions</a></p><p></p><p>It mimic the system of the video game Darkest Dungeon.</p><p></p><p>I'd modify it a bit like this:</p><p>You can gain a maximum of misery equal to 20+ your highest stat from Con/Wis/Cha</p><p>You gain Misery through certain act as described in Darker Dungeon. Some event might trigger a Misery Save, which are rolled like a Death Save, to avoid gaining Misery :</p><p></p><p><strong>GAINING <s>STRESS</s> MISERY</strong></p><table style='width: 100%'><tr><th>Category</th><th>Misery</th><th>Description</th></tr><tr><td>Minor</td><td>+1</td><td>A small frustration, worry, or irritant: missing an attack, falling down, hearing a noise in the dark.</td></tr><tr><td>Moderate</td><td>+2<br /> (1d4)</td><td>You've made a critical error or something is seriously at risk: being caught lying, learning that the villain has escaped, being outnumbered.</td></tr><tr><td>Major</td><td>+4<br /> (1d6)</td><td>Something devastating to your character or their beliefs: breaking an oath, falling to 0 hp, finding a heap of fresh corpses.</td></tr><tr><td>Monstrous</td><td>+8<br /> (1d6 + 4)</td><td>Something incomprehensible or world-shattering: meeting a god, being betrayed by your closest friend, watching a loved one die.</td></tr></table><p></p><p>and some situations can remove Misery:</p><p></p><p><strong>HEALING <s>STRESS </s> Misery</strong></p><table style='width: 100%'><tr><th>Category</th><th>Misery</th><th>Description</th></tr><tr><td>Minor</td><td>−1</td><td>A small success or bit of good news: disarming a trap, playing a song, relaxing with your friends.</td></tr><tr><td>Moderate</td><td>−2<br /> (1d4)</td><td>A critical success or special achievement: eating a well-cooked meal, finding a hoard of treasure, repairing something important, calm emotion and lesser restoration spells.</td></tr><tr><td>Major</td><td>−4<br /> (1d6)</td><td>You've beaten the odds and gained a major victory: defeating a dangerous enemy, saving an ally from death, completing a work of art.</td></tr><tr><td>Majestic</td><td>−8<br /> (1d6 + 4)</td><td>You've achieved a long-term goal or done something thought near impossible: bringing a friend back from death, finishing a masterpiece, receiving praise from your deity.</td></tr></table><p></p><p>When reaching 15/25/30 Misery points, you are Afflicted; roll a d100 to know which affliction you developed:</p><p><strong>AFFLICTIONS</strong></p><table style='width: 100%'><tr><th>d100</th><th>Affliction</th><th>Modifier</th></tr><tr><td>01-06</td><td>Fearful</td><td>Disadvantage on WIS checks & saves</td></tr><tr><td>07-12</td><td>Lethargic</td><td>+1 exhaustion until removed</td></tr><tr><td>13-18</td><td>Masochistic</td><td>Disadvantage on CON checks & saves</td></tr><tr><td>19-24</td><td>Irrational</td><td>Disadvantage on INT checks & saves</td></tr><tr><td>25-30</td><td>Paranoid</td><td>Speed is halved</td></tr><tr><td>31-36</td><td>Narcissistic</td><td>Disadvantage on CHA checks & saves</td></tr><tr><td>37-42</td><td>Restless</td><td>Disadvantage on DEX checks & saves</td></tr><tr><td>43-48</td><td>Feeble</td><td>Disadvantage on STR checks & saves</td></tr><tr><td>49-54</td><td>Hopelessness</td><td>Disadvantage on attack rolls</td></tr><tr><td>55-60</td><td>Anxiety</td><td>Disadvantage on Stress checks</td></tr><tr><td>61-66</td><td>Hypochondria</td><td>Hit point maximum is halved</td></tr><tr><td>67-72</td><td>Mania</td><td>Disadvantage on ability checks</td></tr><tr><td>73-77</td><td>Powerful</td><td>+2 to all damage rolls</td></tr><tr><td>78-82</td><td>Focused</td><td>+2 to all attack rolls</td></tr><tr><td>83-87</td><td>Stalwart</td><td>+2 AC</td></tr><tr><td>88-91</td><td>Acute</td><td>Advantage on INT checks & saves</td></tr><tr><td>92-96</td><td>Perceptive</td><td>Advantage on WIS checks & saves</td></tr><tr><td>97-00</td><td>Courageous</td><td>Advantage on CHA checks & saves</td></tr></table><p></p><p>A character who gains more than 3 affliction suffers from a breakdown. They fall to 0 hp but stable, and must retire until at least 1 affliction is cured.</p><p></p><p>When you take a long rest, you can take some time without any activity (no hunting, keeping watch etc) to refocus yourself and cure an affliction. Roll a d20 at the end of the rest. The Greater Restoration spell removes 1 affliction.</p><p></p><p><strong>AFFLICTION REMOVAL</strong></p><table style='width: 100%'><tr><th>d20</th><th>Result</th></tr><tr><td>01</td><td><strong>Critical Failure:</strong> You fail to cure your Affliction, gaining a new one in the process.</td></tr><tr><td>02-09</td><td><strong>Failure:</strong> You fail to cure your Affliction.</td></tr><tr><td>10-19</td><td><strong>Success:</strong> You cured your Affliction.</td></tr><tr><td>20</td><td><strong>Critical Success:</strong> In a moment of clarity, you cleared yourself of all Afflictions and Stress.</td></tr></table><p></p><p>When you reach your maximum Misery, you are <em>Miserable</em>.</p><p>While Miserable, you are vulnerable to all damage, has disadvantage on all roll, and are no longer considered an ally for the purpose of class features and spells. You are Miserable until your misery total is reduced under its maximum, you Relax during Downtime or until you die. Once the condition has ended, your minimum Misery increases by 5 permanent Misery that can be removed by nothing less than a Wish spell or divine intervention. If your minimum Misery would gain you an affliction, that affliction cannot be removed until your Misery minimum decreases under that threshold. </p><p></p><p>When Relaxing during Downtime, the character's Misery is reduced to its minimum.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7975719, member: 6871653"] Giffyglyph Darker Dungeon as a nice mechanic for Stress gathered while adventuring. [URL='https://giffyglyph.com/darkerdungeons/rules/stress_and_afflictions.html#stress_and_afflictions']Giffyglyph's Darker Dungeons | Stress & Afflictions[/URL] It mimic the system of the video game Darkest Dungeon. I'd modify it a bit like this: You can gain a maximum of misery equal to 20+ your highest stat from Con/Wis/Cha You gain Misery through certain act as described in Darker Dungeon. Some event might trigger a Misery Save, which are rolled like a Death Save, to avoid gaining Misery : [B]GAINING [S]STRESS[/S] MISERY[/B] [TABLE] [TR] [TH]Category[/TH] [TH]Misery[/TH] [TH]Description[/TH] [/TR] [TR] [TD]Minor[/TD] [TD]+1[/TD] [TD]A small frustration, worry, or irritant: missing an attack, falling down, hearing a noise in the dark.[/TD] [/TR] [TR] [TD]Moderate[/TD] [TD]+2 (1d4)[/TD] [TD]You've made a critical error or something is seriously at risk: being caught lying, learning that the villain has escaped, being outnumbered.[/TD] [/TR] [TR] [TD]Major[/TD] [TD]+4 (1d6)[/TD] [TD]Something devastating to your character or their beliefs: breaking an oath, falling to 0 hp, finding a heap of fresh corpses.[/TD] [/TR] [TR] [TD]Monstrous[/TD] [TD]+8 (1d6 + 4)[/TD] [TD]Something incomprehensible or world-shattering: meeting a god, being betrayed by your closest friend, watching a loved one die.[/TD] [/TR] [/TABLE] and some situations can remove Misery: [B]HEALING [S]STRESS [/S] Misery[/B] [TABLE] [TR] [TH]Category[/TH] [TH]Misery[/TH] [TH]Description[/TH] [/TR] [TR] [TD]Minor[/TD] [TD]−1[/TD] [TD]A small success or bit of good news: disarming a trap, playing a song, relaxing with your friends.[/TD] [/TR] [TR] [TD]Moderate[/TD] [TD]−2 (1d4)[/TD] [TD]A critical success or special achievement: eating a well-cooked meal, finding a hoard of treasure, repairing something important, calm emotion and lesser restoration spells.[/TD] [/TR] [TR] [TD]Major[/TD] [TD]−4 (1d6)[/TD] [TD]You've beaten the odds and gained a major victory: defeating a dangerous enemy, saving an ally from death, completing a work of art.[/TD] [/TR] [TR] [TD]Majestic[/TD] [TD]−8 (1d6 + 4)[/TD] [TD]You've achieved a long-term goal or done something thought near impossible: bringing a friend back from death, finishing a masterpiece, receiving praise from your deity.[/TD] [/TR] [/TABLE] When reaching 15/25/30 Misery points, you are Afflicted; roll a d100 to know which affliction you developed: [B]AFFLICTIONS[/B] [TABLE] [TR] [TH]d100[/TH] [TH]Affliction[/TH] [TH]Modifier[/TH] [/TR] [TR] [TD]01-06[/TD] [TD]Fearful[/TD] [TD]Disadvantage on WIS checks & saves[/TD] [/TR] [TR] [TD]07-12[/TD] [TD]Lethargic[/TD] [TD]+1 exhaustion until removed[/TD] [/TR] [TR] [TD]13-18[/TD] [TD]Masochistic[/TD] [TD]Disadvantage on CON checks & saves[/TD] [/TR] [TR] [TD]19-24[/TD] [TD]Irrational[/TD] [TD]Disadvantage on INT checks & saves[/TD] [/TR] [TR] [TD]25-30[/TD] [TD]Paranoid[/TD] [TD]Speed is halved[/TD] [/TR] [TR] [TD]31-36[/TD] [TD]Narcissistic[/TD] [TD]Disadvantage on CHA checks & saves[/TD] [/TR] [TR] [TD]37-42[/TD] [TD]Restless[/TD] [TD]Disadvantage on DEX checks & saves[/TD] [/TR] [TR] [TD]43-48[/TD] [TD]Feeble[/TD] [TD]Disadvantage on STR checks & saves[/TD] [/TR] [TR] [TD]49-54[/TD] [TD]Hopelessness[/TD] [TD]Disadvantage on attack rolls[/TD] [/TR] [TR] [TD]55-60[/TD] [TD]Anxiety[/TD] [TD]Disadvantage on Stress checks[/TD] [/TR] [TR] [TD]61-66[/TD] [TD]Hypochondria[/TD] [TD]Hit point maximum is halved[/TD] [/TR] [TR] [TD]67-72[/TD] [TD]Mania[/TD] [TD]Disadvantage on ability checks[/TD] [/TR] [TR] [TD]73-77[/TD] [TD]Powerful[/TD] [TD]+2 to all damage rolls[/TD] [/TR] [TR] [TD]78-82[/TD] [TD]Focused[/TD] [TD]+2 to all attack rolls[/TD] [/TR] [TR] [TD]83-87[/TD] [TD]Stalwart[/TD] [TD]+2 AC[/TD] [/TR] [TR] [TD]88-91[/TD] [TD]Acute[/TD] [TD]Advantage on INT checks & saves[/TD] [/TR] [TR] [TD]92-96[/TD] [TD]Perceptive[/TD] [TD]Advantage on WIS checks & saves[/TD] [/TR] [TR] [TD]97-00[/TD] [TD]Courageous[/TD] [TD]Advantage on CHA checks & saves[/TD] [/TR] [/TABLE] A character who gains more than 3 affliction suffers from a breakdown. They fall to 0 hp but stable, and must retire until at least 1 affliction is cured. When you take a long rest, you can take some time without any activity (no hunting, keeping watch etc) to refocus yourself and cure an affliction. Roll a d20 at the end of the rest. The Greater Restoration spell removes 1 affliction. [B]AFFLICTION REMOVAL[/B] [TABLE] [TR] [TH]d20[/TH] [TH]Result[/TH] [/TR] [TR] [TD]01[/TD] [TD][B]Critical Failure:[/B] You fail to cure your Affliction, gaining a new one in the process.[/TD] [/TR] [TR] [TD]02-09[/TD] [TD][B]Failure:[/B] You fail to cure your Affliction.[/TD] [/TR] [TR] [TD]10-19[/TD] [TD][B]Success:[/B] You cured your Affliction.[/TD] [/TR] [TR] [TD]20[/TD] [TD][B]Critical Success:[/B] In a moment of clarity, you cleared yourself of all Afflictions and Stress.[/TD] [/TR] [/TABLE] When you reach your maximum Misery, you are [I]Miserable[/I]. While Miserable, you are vulnerable to all damage, has disadvantage on all roll, and are no longer considered an ally for the purpose of class features and spells. You are Miserable until your misery total is reduced under its maximum, you Relax during Downtime or until you die. Once the condition has ended, your minimum Misery increases by 5 permanent Misery that can be removed by nothing less than a Wish spell or divine intervention. If your minimum Misery would gain you an affliction, that affliction cannot be removed until your Misery minimum decreases under that threshold. When Relaxing during Downtime, the character's Misery is reduced to its minimum. [/QUOTE]
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