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Running a Ravenloft game
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<blockquote data-quote="bennyhobo" data-source="post: 5617469" data-attributes="member: 89606"><p>With the Sanity idea, I don't want it to force the players into losing their character. I'd rather it drive changes in their role playing. The campaign isn't going to be super combat heavy anyway. So I'm not sure I'd go for the death save structure. But you mentioned gaining a phobia. That I like.</p><p> </p><p>I could make a list of 20 phobias, and let them roll to see which one they are afflicted with. Their sanity is equal to half their hit points. Each time they lose 10% of that, they gain a phobia and roll for the list. As they go along they can regain their sanity by resting or doing good deeds, but to actually lose a phobia they need to accomplish some kind of milestone in the game or story, to be determined by role playing. Until then, they have to play the character as if he or she is truly phobic. And they can gain multiple phobias that pile on top of each other. So you can never go so completely crazy that the character has to be scrapped. But the player may want to if they're horribly afflicted.</p><p> </p><p>Then there won't be sanity attacks in combat. It would be based on things that they see and do. But rolling it as an attack versus Will makes sense. I don't think there's any reason to make it more complicated than that.</p><p> </p><p>As for the curses, again I don't want them to be tied to combat. For example, one of the characters used to serve an evil lord. But he rebelled and helped destroy that lord. With his dying breath, the lord curses him: "May all the living beings on this plane and the next see you as the weak traitorous dog that you are!" So the player might be a lvl 10 Human Wizard, but everyone around him sees him as a lvl 1 Gnoll Fighter. Then he'd get bonuses or penalties to his various skill checks based on how certain NPCs feel about Gnolls, or however it fits the scenes. But since it's basically an illusion, he can still act the same in combat. The player might decide he's ok with people thinking he's a Gnoll, or he might want to find some way to life the curse.</p><p> </p><p>Whenever I add or change the mechanics, I want to make sure it's going to make the role playing more interesting.</p></blockquote><p></p>
[QUOTE="bennyhobo, post: 5617469, member: 89606"] With the Sanity idea, I don't want it to force the players into losing their character. I'd rather it drive changes in their role playing. The campaign isn't going to be super combat heavy anyway. So I'm not sure I'd go for the death save structure. But you mentioned gaining a phobia. That I like. I could make a list of 20 phobias, and let them roll to see which one they are afflicted with. Their sanity is equal to half their hit points. Each time they lose 10% of that, they gain a phobia and roll for the list. As they go along they can regain their sanity by resting or doing good deeds, but to actually lose a phobia they need to accomplish some kind of milestone in the game or story, to be determined by role playing. Until then, they have to play the character as if he or she is truly phobic. And they can gain multiple phobias that pile on top of each other. So you can never go so completely crazy that the character has to be scrapped. But the player may want to if they're horribly afflicted. Then there won't be sanity attacks in combat. It would be based on things that they see and do. But rolling it as an attack versus Will makes sense. I don't think there's any reason to make it more complicated than that. As for the curses, again I don't want them to be tied to combat. For example, one of the characters used to serve an evil lord. But he rebelled and helped destroy that lord. With his dying breath, the lord curses him: "May all the living beings on this plane and the next see you as the weak traitorous dog that you are!" So the player might be a lvl 10 Human Wizard, but everyone around him sees him as a lvl 1 Gnoll Fighter. Then he'd get bonuses or penalties to his various skill checks based on how certain NPCs feel about Gnolls, or however it fits the scenes. But since it's basically an illusion, he can still act the same in combat. The player might decide he's ok with people thinking he's a Gnoll, or he might want to find some way to life the curse. Whenever I add or change the mechanics, I want to make sure it's going to make the role playing more interesting. [/QUOTE]
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