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Re: [HOE] Why is Blastin' a Knowledge aptitude?



At 11:42 PM 13/05/02, you wrote:
> > Really?  I disagree.  Think about most horror movie
> > when the folks are going through the Spooky
> > house/spaceship/whatever.  Watch how the atmosphere of
> > the place eats into their souls and ratchets up the
> > tension.  When the big scary thing comes, it's almost
> > a relief because now the fear has a definite target.
>
>It's a relief just after, but when the thing jumps out, that's when the
>"hero" jumps, shoots his gun wildly and wets himself. The guts checks have
>penalties built in [player takes 1d6 wind and suffers -2 to all actions
>for the rest of the encounter]. If the player starts with penalties then
>he's more likely to fail his guts check and get more penalties stacked on
>top of it. This could create a pretty nasty downward spiral that the
>player won't be able to escape.

That's true and it was something I thought of when I initially suggested 
applying the fear level modifier to all roles, thats why I suggested only 
make it happen in the extreme cases by making it fear level - 3 or 4

>Think of it this way: the character enters a Fear Level 4 area (not too
>uncommon in HoE). I think that was a -2 to all rolls. His guts isn't
>great, but they it's not pathetic either (3d8) so he doesn't get any help
>there. Suddenly something jumps out at him, he rolls his guts (now 3d8-2)
>and doesn't do well. He winds up getting the (-1d6 wind, -2 to all
>actions) result on the scart' table (a fairly innocuous result for that
>table). Now he's got a -4 to all rolls for the rest of the encounter
>before taking darkness/wound/whatever penalties into account. That means
>he's going to be almost useless. Seems like something like that would lead
>to a lot of player frustration.

I think what John was suggesting was to allow the character the chance to 
swallow his fear as he first enters the area. So he starts to get afraid as 
he enters this area, he takes a moment to steady his nerves. I would say a 
success negates the first point of any penalty, raises negate any further 
points on a 1 raise per point negated basis.

If you come across something mildly scary, and fail your guts check, then 
come across something absolutely terrifying, the effects of the first scare 
will not have worn off and will likely amplify the terror you feel. You 
could say that the high fear areas contain a number of small little things 
that get on your nerves and tug at your subconscious forcing you to pause 
and gather your courage. Now that I put it that way, you could possibly 
just make the characters make a guts check as they enter any area that has 
a fear level. The TN can be the fear level of the area. If they fail, then 
they take the normal consequences. With the negative modifier equal to the 
fear level on the guts check they are in enough trouble as it is ;-)

- michael


"It is unlucky to be stubborn in the face of insurmountable odds."

"Coming to an impasse, change; having changed, you can get through."
- Tao Te Ching