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Narrative Space Options for non-spellcasters
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<blockquote data-quote="Mike Eagling" data-source="post: 6153271" data-attributes="member: 6703609"><p>Yes. Without wishing to reignite the nature of hit points debate they arguably include an element of morale, if we subscribe to a "not meat" model.</p><p></p><p></p><p></p><p>Indeed. Again, 1e has rules for NPC reactions. They're a hodge-podge of rules, to be fair, but they're still in the RAW.</p><p></p><p>Applying psychological effects to PCs is more problematic. IME players are often reluctant for their characters to behave in a less than courageous manner--even in Actor stance--despite that being the most likely outcome in a given situation. They can and do retreat when it suits them but they're not so keen to have that forced upon them. I'll admit having been guilty of that myself, on occasion.</p><p></p><p>The sanity rules in Call of Cthulhu are a (somewhat blunt) mechanic which enable this kind of effect. I recently read an article on the subject that was more D&D-centric but can't for the life of me remember where it was, off hand.</p><p></p><p></p><p></p><p>Thanks for the link <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mike Eagling, post: 6153271, member: 6703609"] Yes. Without wishing to reignite the nature of hit points debate they arguably include an element of morale, if we subscribe to a "not meat" model. Indeed. Again, 1e has rules for NPC reactions. They're a hodge-podge of rules, to be fair, but they're still in the RAW. Applying psychological effects to PCs is more problematic. IME players are often reluctant for their characters to behave in a less than courageous manner--even in Actor stance--despite that being the most likely outcome in a given situation. They can and do retreat when it suits them but they're not so keen to have that forced upon them. I'll admit having been guilty of that myself, on occasion. The sanity rules in Call of Cthulhu are a (somewhat blunt) mechanic which enable this kind of effect. I recently read an article on the subject that was more D&D-centric but can't for the life of me remember where it was, off hand. Thanks for the link :) [/QUOTE]
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