|
Post by Icarus on Sept 6, 2016 12:50:26 GMT -7
With the release of Horror Adventures, I would like to bring into light the Sanity and Expanded Fear rules. While not on the SRD, I can provide the relevant text upon request. Any chance we could see these rules implemented in the game?
|
|
|
Post by ambnz on Sept 6, 2016 14:09:55 GMT -7
To weigh in as a player, the expanded fear rules are tons better (if more in depth) than the normal ones. The sanity rules were a bit of a headache and something I suspect would be more aimed at consistent home groups, but to each their own. I strongly suspect we won't have any chance at implementing either until they're up on the srd.
|
|
Zanos
Leadership Council
No
how did i get here i am not good with computer
Posts: 684
|
Post by Zanos on Sept 7, 2016 16:26:39 GMT -7
I'm guessing that these rules are largely intended for a campaign that has a large focus on horror, where fear of the unknown and unknowable is a strong thematic element.
That is largely not the case for our games. If the fear rules are better I'd take a look at them, but I'm not going to have people rolling sanity checks because they looked at the wall and it started bleeding or something. PF adventurers are considerably hardier than the schmucks you play as in CoC.
In any case, I'll have to wait to see the rules.
|
|
xemadus
Leadership Council
Sure
5000
Posts: 798
|
Post by xemadus on Sept 8, 2016 6:22:28 GMT -7
I like the expanded fear rules, with the exception that there is no immunity to fear. To use paladin as an example, their immunity to fear always seemed like it was their god telling them, "I am with you, you need not be afraid" and so the paladin isn't afraid. Some random ass monster trumping a god's blessing just doesn't feel right to me, though with DG not having active gods it kind of ruins the concept.
The expanded fear categories are awesome though.
|
|
|
Post by Icarus on Sept 8, 2016 14:00:03 GMT -7
The "no immunity to fear" is optional, to my understanding. The sanity rules are an accruing of sanity points that, once they reach a certain threshold, inflict a madness. I like the idea of it but haven't had the chance to see them in action.
|
|
xemadus
Leadership Council
Sure
5000
Posts: 798
|
Post by xemadus on Sept 8, 2016 14:26:59 GMT -7
sanity rules are kinda pointless for our setting. all you need to do is spend a few points of influence to get a heal and you're good to go.
|
|
Zanos
Leadership Council
No
how did i get here i am not good with computer
Posts: 684
|
Post by Zanos on Sept 8, 2016 14:37:16 GMT -7
I feel more like sanity points don't really fit our style than anything else. When level 20+ adventurers can sunder reality, becoming insane from reading a book for too long seems a little goofy.
|
|
haksanlulz
Approvals
Filthy deviant plagiarist
Posts: 191
|
Post by haksanlulz on Sept 13, 2016 19:24:11 GMT -7
I'm guessing that these rules are largely intended for a campaign that has a large focus on horror, where fear of the unknown and unknowable is a strong thematic element. That is largely not the case for our games. If the fear rules are better I'd take a look at them, but I'm not going to have people rolling sanity checks because they looked at the wall and it started bleeding or something. PF adventurers are considerably hardier than the schmucks you play as in CoC. In any case, I'll have to wait to see the rules. Corruption of Champions?
|
|
Zanos
Leadership Council
No
how did i get here i am not good with computer
Posts: 684
|
Post by Zanos on Sept 14, 2016 1:25:17 GMT -7
Call of Ctuhluhu, you sick fuck.
|
|
haksanlulz
Approvals
Filthy deviant plagiarist
Posts: 191
|
Post by haksanlulz on Sept 15, 2016 3:42:30 GMT -7
XD I totally blank on Call of Cthulhu as CoC ever since Corruption of Champions, also how do you know about CoC enough to call me a sick fuck Zanos you sick fuck.
|
|