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<blockquote data-quote="The-Magic-Sword" data-source="post: 8238681" data-attributes="member: 6801252"><p>TBF, it isn't conventionally undead either, here's the Haunt trait:</p><p></p><p>Which means its more like a manifestation of spiritual energy, that by means of being attached to the memory of someone (literally an echo of them), can be interacted with cognitively, e.g. you can assuage the knot of emotions the person left behind, or simply exorcise it utilizing your knowledge of religious rite. </p><p></p><p>I like them this way, because I'm not really thinking about it is an all-inclusive approach to hauntings or the undead, its a tool for framing a trap in an interesting way that enables you to use skills that you wouldn't normally. Sometimes, this is the best way to mechanically handle a haunting, other times it should be ghost monsters, other times it should be an NPC, or a puzzle or something else. </p><p></p><p>I don't see how its confusing at all, or how it would immersion breaking to run-- you would describe the effects of the Hazard when triggered, or note the the presence of something if they pass a search check. You'd describe what they can see like any other trap, for instance, if we were looking at <a href="https://2e.aonprd.com/Hazards.aspx?ID=44" target="_blank">eternal flame</a> you would probably describe either a bad feeling about the bodies (you can feel spiritual energy roiling in that corner of the room!) or you might describe tiny motes of phantasmal fire that seem to be hanging around it, or a heat distortion. Then its on them to start asking questions, and the GM's job to call for knowledge checks based off what they ask. If they trigger the trap, they see the spectral inferno rise up. </p><p></p><p>Then they do things, if they need to know what they can do they might ask based off the ideas they have for dealing with it, and you might answer based off what they know and can see-- that they can attempt to exorcise it with a religion check, or perhaps talk down the echo of the victim that still reside there. They don't have to notice all of their options, by any means, one player might think along the lines of wanting to formally exorcise it ('how would we get rid of it?') while another might be like 'wait if its a spirit, we can talk it down right?' and go from there. </p><p></p><p>You could also let them solve it in other ways, if you like the ideas they come up with, but that's up to your GMing sense, and also applies to every other trap in any game. </p><p></p><p>I broke it down, but this all goes without saying, because its just how other traps work-- its not like you break the fiction down every time they come across a tripwire or something to tell them they're entering a challenge with a hazard!</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8238681, member: 6801252"] TBF, it isn't conventionally undead either, here's the Haunt trait: Which means its more like a manifestation of spiritual energy, that by means of being attached to the memory of someone (literally an echo of them), can be interacted with cognitively, e.g. you can assuage the knot of emotions the person left behind, or simply exorcise it utilizing your knowledge of religious rite. I like them this way, because I'm not really thinking about it is an all-inclusive approach to hauntings or the undead, its a tool for framing a trap in an interesting way that enables you to use skills that you wouldn't normally. Sometimes, this is the best way to mechanically handle a haunting, other times it should be ghost monsters, other times it should be an NPC, or a puzzle or something else. I don't see how its confusing at all, or how it would immersion breaking to run-- you would describe the effects of the Hazard when triggered, or note the the presence of something if they pass a search check. You'd describe what they can see like any other trap, for instance, if we were looking at [URL='https://2e.aonprd.com/Hazards.aspx?ID=44']eternal flame[/URL] you would probably describe either a bad feeling about the bodies (you can feel spiritual energy roiling in that corner of the room!) or you might describe tiny motes of phantasmal fire that seem to be hanging around it, or a heat distortion. Then its on them to start asking questions, and the GM's job to call for knowledge checks based off what they ask. If they trigger the trap, they see the spectral inferno rise up. Then they do things, if they need to know what they can do they might ask based off the ideas they have for dealing with it, and you might answer based off what they know and can see-- that they can attempt to exorcise it with a religion check, or perhaps talk down the echo of the victim that still reside there. They don't have to notice all of their options, by any means, one player might think along the lines of wanting to formally exorcise it ('how would we get rid of it?') while another might be like 'wait if its a spirit, we can talk it down right?' and go from there. You could also let them solve it in other ways, if you like the ideas they come up with, but that's up to your GMing sense, and also applies to every other trap in any game. I broke it down, but this all goes without saying, because its just how other traps work-- its not like you break the fiction down every time they come across a tripwire or something to tell them they're entering a challenge with a hazard! [/QUOTE]
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