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Post by rabindranath72 on May 14, 2013 9:28:17 GMT -6
I think this would make for an excellent AS&SH setting, much more than the suggested S&W rules: noschoololdschoolgames.blogspot.co.uk/2013/04/mu-notes-for-lovecraftian-fantasy.html?zx=45d55c82e5a28cfe I wouldn't apply all those house rules, though; they seem excessive. But I would probably add the Fear rules from the TSR AD&D Conan modules (which I have already used in a few AS&SH games.)
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Post by Ghul on May 14, 2013 9:49:32 GMT -6
I think this would make for an excellent AS&SH setting, much more than the suggested S&W rules: noschoololdschoolgames.blogspot.co.uk/2013/04/mu-notes-for-lovecraftian-fantasy.html?zx=45d55c82e5a28cfe I wouldn't apply all those house rules, though; they seem excessive. But I would probably add the Fear rules from the TSR AD&D Conan modules (which I have already used in a few AS&SH games.) Looks fascinating, Antonio. I'll have to give this a more thorough reading tonight. Now, it's been a long time since I've messed around with the TSR Conan modules, and I don't think I've really looked at them in depth since the 80s, but as I recall they used the same combat system as the Marvel Super-Heroes RPG, with the colored chart. Can you remind us how the fear mechanic worked in TSR Conan?
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Post by rabindranath72 on May 14, 2013 10:12:12 GMT -6
I think this would make for an excellent AS&SH setting, much more than the suggested S&W rules: noschoololdschoolgames.blogspot.co.uk/2013/04/mu-notes-for-lovecraftian-fantasy.html?zx=45d55c82e5a28cfe I wouldn't apply all those house rules, though; they seem excessive. But I would probably add the Fear rules from the TSR AD&D Conan modules (which I have already used in a few AS&SH games.) Looks fascinating, Antonio. I'll have to give this a more thorough reading tonight. Now, it's been a long time since I've messed around with the TSR Conan modules, and I don't think I've really looked at them in depth since the 80s, but as I recall they used the same combat system as the Marvel Super-Heroes RPG, with the colored chart. Can you remind us how the fear mechanic worked in TSR Conan? Yes the TSR Conan RPG used a coloured chart similar to the Marvel game. However I was referring to the AD&D Conan modules, "Unchained!" and "Against Darkness." Zeb Cook implements a system similar to the ones in Call of Cthulhu, which uses Wisdom as the basic stat, and a Fear multiplier to make a roll which looks like a Sanity check, based on Fear x Wisdom. So, a creature with Fear Score 1 will force a d100 roll under Wisdom. A creature with FS 2 at 2 x Wisdom etc. You can see that it's the same mechanic of some CoC checks (Knowledge, Luck, Sanity etc.) where the baseline is 5 x Wisdom. I will post the detailed mechanics later. Cheers, Antonio
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Post by mabon5127 on May 14, 2013 16:00:52 GMT -6
Sounds like a Test or Extraordinary Feat of Wisdom to me.... ;D
Morgan
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Post by rabindranath72 on May 15, 2013 1:36:05 GMT -6
Sounds like a Test or Extraordinary Feat of Wisdom to me.... ;D Morgan Well this mechanic could be definitely created, but with the above system there is the advantage that the Fear Scores can be imported from the Conan modules. If I had to use an existing mechanics, I'd probably use a saving throw vs. Sorcery, allowing Willpower adjustment. The creature type would give a bonus or penalty to the save depending on the nature of the creature, say from -4 for a demon, to +4 for a monstrous version of a natural creature. The effect of Fear in the original rules is that the character affected is paralyzed and frozen on the spot. In AS&SH I'd probably inflict a condition like Stunned.
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Post by Ghul on May 15, 2013 7:46:22 GMT -6
Morgan, I know you're just busting my chops! ;D
Yes, I was resistant to the idea of "tests of int/wis" and "extraordinary feats of int/wis" because I felt that mechanic was best reserved for the "physical" attributes (str/dex/con).
Anyway, even if there was such a mechanic in place I would have to agree with Antonio, that it's not appropriate for fear-related encounters, because that is more in line with a saving throw, in my opinion. The tests and extraordinary feats are for when the character is attempting to try something demanding or even nigh impossible. These should not (IMO) be conflated with the knack to resist/avoid/reduce something potentially harmful and especially (in this case) supernatural; to me, that is what saving throws are for.
All that being said, I can see that someone who is interested in a game like AS&SH may well have a long background of playing both CoC, and so naturally they would be interested in a unique fear/madness/insanity mechanic. I get that. Certainly it was a strong theme in HPL's works -- the protagonist (or antagonist, as the case may be) feeling a strong, gnawing madness developing as a result of circumstances endured.
In this case, I'm curious as to why TSR did it with fear in the Conan adventures in lieu of a saving throw.
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Post by mabon5127 on May 15, 2013 16:57:58 GMT -6
Bust chops? No way!
But I agree that a save is a better than the test feat mechanic.
Types of insanity is pretty thoroughly covered.
Morgan
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slithy
Level 1 Medium
Posts: 15
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Post by slithy on May 15, 2013 17:08:17 GMT -6
Didn't Ravenloft (AD&D 2e) have a horror mechanic? I never owned the rulebook for that so I don't know how it worked.
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Post by blackadder23 on May 16, 2013 5:26:25 GMT -6
Yes, I was resistant to the idea of "tests of int/wis" and "extraordinary feats of int/wis" because I felt that mechanic was best reserved for the "physical" attributes (str/dex/con). Personally, I agree with your decision. My concern would be that tests of Int and Wis would tend to get substituted for what Gary called "player skill". That's a non-starter at my table. I might be fairly smart (he said modestly ), but I'm pretty sure five or six people working together can solve any riddle I devise if they put their minds to it. They don't need to fall back on dice rolls.
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Post by rabindranath72 on May 16, 2013 8:15:41 GMT -6
Didn't Ravenloft (AD&D 2e) have a horror mechanic? I never owned the rulebook for that so I don't know how it worked. Yes. It was a save vs. Paralysation IIRC (which in AD&D 2e are described as tests of willpower, stamina etc.)
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Post by mabon5127 on May 19, 2013 20:15:07 GMT -6
Yes, I was resistant to the idea of "tests of int/wis" and "extraordinary feats of int/wis" because I felt that mechanic was best reserved for the "physical" attributes (str/dex/con). Personally, I agree with your decision. My concern would be that tests of Int and Wis would tend to get substituted for what Gary called "player skill". That's a non-starter at my table. I might be fairly smart (he said modestly ), but I'm pretty sure five or six people working together can solve any riddle I devise if they put their minds to it. They don't need to fall back on dice rolls. I agree BA that a roll should never replace the players problem solving ability. But on occasion it's good to have an int roll to see if the character can achieve a feat of intelligence (not to fleece the GM of clues!). A character may have moments to memorize a list of ingredients on a page with an 18 int. I give them a roll. That said I rarely use the rolls. I usually adjudicate and move on. Morgan
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