As shared by DMs Guild brand manager Lysa Penrose.
Right. Something like Inspiration cap of your prof bonus. They're only advantages. It's not like having a few in your pocket is going to break the game.Stress sounds pretty good. Fear is mostly good but relying on Inspiration was probably a misstep. (Reinforces my mixed feelings on Inspiration having that cap of 1 for sure.)
This looks great. I wonder if this is the future format of setting books. Could imagine a planescape setting would suit a similar productionHere's another more in-depth first look into Van Richten's Guide to Ravenloft
Be warned though, it's basically a flip through of the book through to the end, so if you don't want spoilers it's probably best to skip this video.
It's really looking like it's a must-buy for me, the book is just chock-a-block full of inspiration and general coolness.
A big spoiler for the monsters, though it probably comes as no surprise, is that Proficiency is listed but Alignments are not listed.
That's because as far as I remember the gray is the equivalent of the shadowfell in 4e, and ravenloft in 4e is basically a bunch of domains of dread located in the shadowfell.Kalidnay was moved to the Gray in 4e (Dungeon 190), while many people don't like 4e DS it's possible that WotC wants to keep most of the info from the 4e era reasonably canonical.
And they’re still not role-playing being frightened. To earn the point they have to rp being frightened.Bravery is being scared but doing it anyway. which, mechanically, means making a successful fear save.
The character can't be brave if they are not frightened.
Yeah they are. That's the whole point. They're roleplaying fighting through the fear, which involves RPing the fear.And they’re still not role-playing being frightened. To earn the point they have to rp being frightened.
I usually allow a cap of 3 for Inspiration. At least, that's how my current DM does it so far. But I'll admit that your Inspiration cap limit being your Prof Score, as a previous poster mentioned before, sounds like a good idea as well.But the main issue is that the Inspiration cap of 1 is an absolutely confoundingly stupid rule with no rational basis. All it does is give you Advantage, it's not even a re-roll or a bonus to a roll. Advantage is extremely easy to get, too. Just another one of those half-arsed ideas from the early days of 5E.
Looking back at this. I think, even with how problematic it is, I’d rather just port over Call of Cthulhu’s Sanity mechanic and use that instead.So fear and stress apparently work like this...
Seeds of Fear. Characters have up to three Seeds of Fear, specific things that they're afraid of. There's a d12 list, but you can make up your own. When a player RPs their character responding appropriately to their Seeds of Fear, they gain Inspiration. But no more than 1 per 24 hours. That's it. So if they already have Inspiration, there's no bonus for playing along.
Fear. DC15 Wisdom save or be frightened until the end of your next turn. Various reasons for having to make that check, including encountering a Seed of Fear.
Stress. Characters have a Stress Score that goes up and down based on stressful/relaxing situations. From 0 to whatever. This Stress Score is applied as a penalty to any ability checks, attacks, and saving throws.