Crucius
2020-04-10, 01:16 PM
Hello people,
I'm planning an encounter where my players enter Baphomet's lair; an infinite maze that drives you mad. One would say that dishing out some madness status effects would be a great way to sell the flavor of that place. So when I read the Madness tables in the DMG I was severely disappointed. Some of those madness effects are just way too debilitating, while others do exactly nothing.
So what am I looking for in madness (in this case): Something that changes character behavior in combat. And with behavior I mean tactics/strategy. Something to force the player to do something different, without completely taking away all their agency. When the players roll for initiative they would also be rolling on a madness table, which lasts until the end of that combat.
Here are a few madness effects I have come up with so far, to give you an idea along which lines I'm thinking:
You feel constantly surrounded and on edge; At the end of the initiative order you reroll your initiative.
You find your enemies repulsive, and cannot bear them for too long; You cannot attack the same enemy more than once each turn (round?).
The darkness is staring back at you. You have disadvantage on attack rolls against enemies standing in shadows (dim light), and they have advantage on saving throws against your spells/abilities.
You are overcome with loneliness; If you end your turn and you are not within 5 feet of another creature, you drop prone, rocking back and forth in a fetal position. While prone this way, you cannot take reactions.
Masochism: You become charmed of the first enemy that damages you, until the end of your next turn.
Agoraphobia: During your turn you must expend all your movement in a straight line before the end of your turn.
I'm curious to see what you all come up with!
I'm planning an encounter where my players enter Baphomet's lair; an infinite maze that drives you mad. One would say that dishing out some madness status effects would be a great way to sell the flavor of that place. So when I read the Madness tables in the DMG I was severely disappointed. Some of those madness effects are just way too debilitating, while others do exactly nothing.
So what am I looking for in madness (in this case): Something that changes character behavior in combat. And with behavior I mean tactics/strategy. Something to force the player to do something different, without completely taking away all their agency. When the players roll for initiative they would also be rolling on a madness table, which lasts until the end of that combat.
Here are a few madness effects I have come up with so far, to give you an idea along which lines I'm thinking:
You feel constantly surrounded and on edge; At the end of the initiative order you reroll your initiative.
You find your enemies repulsive, and cannot bear them for too long; You cannot attack the same enemy more than once each turn (round?).
The darkness is staring back at you. You have disadvantage on attack rolls against enemies standing in shadows (dim light), and they have advantage on saving throws against your spells/abilities.
You are overcome with loneliness; If you end your turn and you are not within 5 feet of another creature, you drop prone, rocking back and forth in a fetal position. While prone this way, you cannot take reactions.
Masochism: You become charmed of the first enemy that damages you, until the end of your next turn.
Agoraphobia: During your turn you must expend all your movement in a straight line before the end of your turn.
I'm curious to see what you all come up with!