quarta-feira, 29 de novembro de 2017

Them Bones of Adventure - XI: Solid Fear and Liquid Courage

Continuing my exposition on table procedures for common exploration feats & rules, which began here with part one.


Introduction

I don’t buy the rationale of the fearless adventurer.

A surefire way to depersonalize a character and effect the reverse alchemy of flesh to cardboard is not giving a man anything to fear. This is sometimes handled through roleplay and at others through some shade of background, but it’s never really supposed to be a hurdle, just a dash of colour within the edges.

Fear is the Mind Killer

The inclusion of the following considerations can fundamentally alter the tone of a game so I’ll have to give that some serious mind-chewing.

The aim’s to add some psychology at a low overhead cost. Adventurers are presumed to lead interesting lives and be adequately world-weary, not needing to test their courage at the sight of any old harlot’s dentata, but they’re also expected to be nibbling and pushing at the borders of The Known, meaning encounters with the wondrous, the incredible, the fantastic, the deadly and the weird, often all rolled up into one. This will also mean some degree of DM adjudication and intrusion, as a mechanic structure cannot  hope to remain simple and at the same time cover all the nuanced instances of when a character should or shouldn’t have to prove his mettle. It’s not a clean or entirely neutral structure, is where I’m ultimately getting at.


As a golden rule, mundane fear should be modelled without infringing on a player’s freewill, rather allowing the character action albeit at reduced efficiency. This means changing the Frightened condition, which if it is to feature more often should have an accordingly mitigated impact.

The Crunchy Bits

What is tested?

In the books Wisdom is described as governing Fear, whereas Charisma counts for Willpower.

I get that one may fear what one doesn’t understand, but courage is not really about understanding danger, rather one can be foolhardy or blatantly courageous in the face of situations when how much in danger one is eludes one’s perception utterly, sometimes for the better.

Anyway, even in game balance terms, Wisdom is already well endowed, so I’m moving Courage to Charisma, as it is both an expression of willpower and also one of the most charismatic traits you can hope to find on a person.

When to test?

This is a tricky one. This mechanic should be used sparingly, tests being called only infrequently and for situations that truly fall outside the hard-boiled normality of an adventurer’s life, as a way to starkly underline the exception that the character is being faced with. It also follows that the more experienced a character becomes, the less is left of the world to leave him dumbstruck.

I’m making a swing for Challenge Rating as a semi-objective numeric signifier, but outnumbering and quite a dizzying number of other circumstances – control of the environment, fallen comrades, foe’s observed performance in a fight, the character’s own past performance and trauma or how unnatural the opposition is – can all conspire to precipitate or immunize a character from testing.

- When asked to test his mettle, a character must pass a [Charisma Save, DC (10 or creature’s CR, whichever is higher)] for being presented with a significant threat to life and limb from a creature with CR higher than the character’s level or from a group of lower CR foes that outnumbers the party’s highest level by at least 2:1 (a typical level one party is considered outnumbered by sixteen or more 1/8 CR creatures, etc).

Disadvantage on the above check happens if the creature is of Large or even bigger size, or, if a group, it outnumbers the party by more than 3:1.

Advantage wil come from special abilities, since natural motives for granting Advantage will likely mean the character simply doesn’t need to roll altogether.

- On a failure, the character becomes afflicted with the Frightened condition.


Gone with a whimper: Frightened condition

- A Frightened creature has Disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.

- Movement by the creature that brings it closer to the source of its fear counts as being made over difficult terrain.

- This condition is ended once a [Charisma Save, DC (10 or the source of fear’s CR, whichever is higher)] is passed.

- Multiple sources of fear are all resolved by a single saving throw, made against the highest present DC.

The first part remains equal, the second and onward is where the subtle shift happens. I get that the PHB’s condition is meant to emulate magical sources of fear whereas I’m more interested in the mundane effect.

Retainer and NPC Morale

Of wider reach than just determining if a character is affected by a debilitating condition, NPCs are to have a morale stat, which will determine surrender, avoidance and fleeing, unlike the above test.


Exclusive for redshirt retainers and other NPCs lacking player agency, I’m simply coopting the classic Warhammer leadership system of 2d6 morale, put to excellent use by Alexis Smolensk in his campaign, where it gave some additional feeling of retainers having their own decision centres, as they rolled not just for life-or-death decisions but rather when faced with any sort of activity that implied danger and defied their comfort zone, including something so simple as deciding if the retainer descended underground in the first place and if they forged ahead through hardship or folded back to civilization when presented with the chance.

- When faced with danger and threatening uncertainty, an NPC rolls 2d6 and compares the result to its Morale score; if the result exceeds it, the NPC takes measures to avert or remove himself from the source of distress.

In a nutshell: the test is of the roll-equal-or-under kind and having a high stat is a good thing. As a quick and dirty way to figure out a typical Morale score, assign a base value of 5 or 6 and modify this with either the Wisdom or Charisma modifier found in the MM stat-block, whichever feels more appropriate to the creature in question.

Akin to a Reaction Roll, the Bell-curve distribution serves the purpose better than a spiky d20 since running away or holding the line ought to be a more predictable event than swinging to attack. I’ll deal with Intimidation et al in a short while.

Running on Fumes: Temporary Hitpoints

- Temporary hitpoints are crossed out after expenditure of regular ones.

This means that even if a character chances into additional, higher, sources of tHp, the benefit to be reaped will still only come to the fore after the body has given out.

Blunting the Edge: Intoxicated condition

Wizards’ family-friendly version of DnD has no room for upshots to intoxication, even if there is historical precedent: to them it’s down to the literal proverb-proven case of picking your poison when fetching the bottle. Even as a social drinker who sometimes gets very social, I don’t endorse drinking but the game option is to me a mandatory inclusion.

What follows is for alcohol, different intoxicants can definitely have different effects (wait until the barbarian gets a-hold of the wode ‘shrooms).



- After consuming a significant portion* of intoxicant from liquor or some other substance, a character must pass a [Constitution save, DC 10+] (+1 per additional portion) or gain a level of Intoxication.

As he gains levels of Intoxication from alcohol, a character: 

- First gets Disadvantage on Dexterity then, cumulatively, on Wisdom and finally on Intelligence rolls.

- His fumble range increases across the board by one for each level of the condition.

- If the level of Intoxication goes past a character’s CON modifier, he will also now count as Poisoned.

- Intoxication’s benefits begin at “1”, then progress to “d4”, “d6”, etc; For every level of Intoxication, a character adds the benefit to any d20 rolls to test the character’s courage and as a number of temporary hitpoints per levelrolled accordingly.

*(content varying from drink to drink, and certainly not something I feel a need to preestablish).

Closing Thoughts – Breaking the Rules

The inclusion of morale as a game stat, of course, opens the door to the creation of a Leader of Men or Warlord type character, likewise from intoxication for some sort of Drunken Master or “Fuelled by Fire Water” character archetypes. I’m not going there just yet but the clouds loom invitingly on the horizon. After all, much like anti-matter, the laying down of a rule carries with it the seeds of design space for its own exception.


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