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Ashtagon
2012-03-29, 04:24 PM
Notes:

This is intended to be used in a horror setting; at a pinch, it may work for dark fantasy settings, but probably not. If you are playing in a "bright fantasy" setting, it will be pretty much useless.

It is the nature of horror settings that PCs will usually have little or no magic. Some changes have been made to account for the higher availability of magic in most D&D settings, by it is strongly suggested that the GM not allow PCs to play full caster classes. Paladin/ranger (or equivalent spell-casting ability) should be the upper limit for a horror setting.

This is a conversion of the rules for fear written for Torg, an RPG from the early 90s. Some terminology has been changed from the original Torg mechanics, either to reflect D&D terms, or to reflect my own sensibilities.

Despite the years, I have yet to see any game mechanics that do a better job of modelling fear. By this, I mean that most fear mechanics boil down to "Roll a die. If you're unlucky, you are debuffed. if you are really unlucky, you suck".

Characters who are immune to fear should instead receive a +10 bonus on saves against fear. This is almost as good, but isn't an absolute. They do not get any bonus against the Power of Fear described here.

Fear Rating: For each arc of the campaign, determine which single monster is the BBEG. Find his ECL (effective character level) and add ten; this is the fear rating.

This is the fear rating for all monsters and encounters leading up to that boss monster. This includes mindless skeletons, as well as the suave vampire who greets the party in his drawing room and declines/avoids a fight. The key point is that there should be an encounter with an enemy that the party can recognise as an enemy, regardless of whether a fight takes place.

The GM should feel free to modify this fear rating up or down a few points, depending on the reputation of the monster. Once set, the fear rating never changes. It stays the same until the current BBEG is defeated. At this point, the next BBEG is determined, and that creature sets the new fear rating.

Courage Rating: The party's courage rating represents how much work they have put in to defeating the BBEG, and how determined they are to finally vanquish this opponent.

The party has a starting courage rating of zero (0). This rating is shared by the entire group. If the party splits up, individual groups inherit the previous courage rating. When the party rejoins, the merged group has the highest courage rating of all the groups. If the party suffers a TPK, the courage rating is reset to 0. If even one member survives, the group that reforms around the survivor(s) can inherit the previous courage rating. If the BBEG is defeated, the courage rating is reset to 10 zero; the previous courage rating represented their determination to defeat that specific BBEG, and with him dead, it is no longer meaningful.

Making a Courage Check: A courage check is made in the following situations:


The party is about to enter combat.
The party has a non-violent encounter with a monster.
The party encounters a particularly grisly scene.
The GM feels it appropriate.


A courage check is made by rolling 1d20, adding their courage rating,a nd comparing it to the BBEG's fear rating. If the fear rating is equalled or exceeded, the party suffers no special penalty. If the check is failed, the following effects apply:


All monsters present gain DR x/-, where x is equal to the amount the roll was failed by.
All monsters present get SR 10 + x, where x is equal to the amount the roll was failed by.
The heroes take a penalty to any saving throws against fear equal to the amount the roll was failed by.
It is impossible for any party member to confirm a critical hit.


In addition, each full five points the check fails by grants the enemies one action point (http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm). Unlike regular action points, these points can be transferred from monster encounter to monster encounter. They need not be used in the encounter in which they are awarded. They can even be used by a different monster from the one that was initially awarded the action points. Note that in the case of courage checks called for by a grisly scene, there isn't even a monster present; any action points awarded in that scene must therefore be transferred to the next scene.

It is quite possible that the party could fail multiple courage checks early in an adventure arc, allowing team monster to build up an impressive stash of action points. These could all be saved for the BBEG's use, resulting in a truly dangerous boss fight.

Note that failing a courage check does not cause the game condition frightened (or similar conditions).

Gaining and Losing Courage

Add courage points when:


The party finds information about the BBEG. This can either be through story clues planted by the GM in the adventure, or by analysis of the evidence left from a successful attack by the BBEG himself.
Judicious use of appropriate Knowledge checks and access to a library (Knowledge represents not just actual direct knowledge, but knowing how to search a library for detailed information. Only sufficiently notorious BBEG's can be researched in a library like this.
The party wins a fight against his minions (and knows they are his minions).
The party encounters NPCs in need of help (and they provide at least token help or a reasonable promise of assistance).
A party member or important NPC dies (and the party has had time to think about this loss).


Subtract courage points when:


The party is forced to flee an encounter.
Civilians are killed by the agents of the BBEG.


For any single event, typically 1-3 points should be gained or lost, depending on how dramatic and pivotal to the story the moment is. In exceptional situations, up to five points may be gained or lost in a single event.

----

Thought?

Edits: Corrected a typo (changed 10 to zero).

Ashtagon
2012-03-31, 01:36 AM
Umm, PEACH, anyone?

Steward
2012-03-31, 10:22 AM
It seems like a pretty cool mechanic. I'm not really familiar with the source material so I don't know well it worked there.


A party member or important NPC dies (and the party has had time to think about this loss).

What happens in the immediate aftermath of such a death? Does that have any effect on fear or courage?

I like how the courage mechanic is reset to 10 after the bad guy's death, so that each story arc remains threatening on some level.

Ashtagon
2012-03-31, 11:26 AM
It seems like a pretty cool mechanic. I'm not really familiar with the source material so I don't know well it worked there.



What happens in the immediate aftermath of such a death? Does that have any effect on fear or courage?


The courage bonus does not apply until the party has had time to contemplate the loss. Typically, this would be after a night's rest. In exceptional circumstance, the GM could make this shorter. But it certainly will not be before that encounter is completed.



I like how the courage mechanic is reset to 10 after the bad guy's death, so that each story arc remains threatening on some level.

That was a typo; it should say that it gets reset to zero, not to 10.