![]() ![]() ![]() No matter who a character is there are just some things that you shouldn't confront. When a character confronts those things there is a consequence. While I believe that insanity is best handled by role-playing, it can be difficult for some players to do this without some idea of what they should be doing. ![]() ![]() While any system will have it's flaws, in my experience having a system to cover this particular situation is a benefit both to myself as a Game Master and to my players. By having these rules both the GM and players have a set of guidelines that they can use to mechanically reflect an important element to some stories. If you don't feel like sanity is a necessary part of a campaign that's fine, you don't have to use these rules. However, if you have ever given thought to including concepts from things such as Lovecraftian stories, extreme horror encounters, and the like than you might like what I have come up with. To measure a characters sanity a player will add their Wisdom and Charisma modifiers plus 10. As with all other ability scores sanity will have a modifier based on the score as follows.Ġ and below - The character is permanently insane and can no longer be played as a PC.Ī sanity check is a roll of a d20 with the sanity score modifier added or subtracted from the result. Each sanity check will have an assigned DC. ![]()
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