04-23-2019, 09:08 PM | #11 |
Join Date: Jan 2018
Location: Portland, Maine
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Re: Fright Checks
Here is a thread started in January of 2018.
http://forums.sjgames.com/showthread...=fear+loathing it goes into this quite a bit, though I don't think there was a conclusion.
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04-25-2019, 11:54 PM | #12 |
Join Date: Nov 2010
Location: Arizona
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Re: Fright Checks
Yeah. I actually started that one, back when we were still throwing ideas against the wall to see if anything sounded like it might be a good addition to the existing classic rules.
I still think some kind of "Morale/Fright" system makes a LOT of sense. Not for the players, per se, but more for the GM, to help him play out how the NPCs react to things (and the Fright Check DOES make sense for the players, since a sudden shock to the system should be something they need to roll against, not just declare "I'm fine" about). However, back then, that dog didn't hunt very well. I'd be interested to hear if anyone thinks differently now that the game is out and you are starting to play various fights and adventures and interacting with those NPCs... |
05-01-2019, 11:46 AM | #13 |
Join Date: Sep 2005
Location: Arizona
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Re: Fright Checks
The Fright Check mechanic does have a place in TFT. It should be used sparingly, since familiarity breed contempt.
It's important to note that Fantasy and Horror can go hand in hand. While Horror can be a genre, it can also be combined with other genres. Pulps- Horror, SciFi-Horror, Fantasy-Horror, etc. If you are going to introduce Horror, even if it's just in a one off game, having an existing mechanic is mighty handy so you don't make conflicting rulings as the game progresses. When it comes to horror and fright checks, being confronted with something horrific, like a ghoul eating a fresh victim, might be just the time for a fright check, even for seasoned adventurers. In general, you could have a Morale Check mechanic for NPCs, since PCs should be allowed to fight to the death. I usually use a 4/IQ roll to stay in the fight once an NPC takes 1/2 their ST in wounds. On a bad roll the NPC turns and flees madly. On a normal fail they will try to make a tactical retreat.
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05-01-2019, 11:51 AM | #14 |
Join Date: Sep 2005
Location: Arizona
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Re: Fright Checks
So...
Do fright checks work like traps? X/IQ or be frightened? Would an unexpected gruesome scene, the afore mentioned ghoul eating a fresh kill, be a 3/IQ fright check while confronting a cosmic horror under any circumstances rate a 7/IQ fright check? What Talents might influence the number of dice rolled for a fright check?
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So you've got the tiger by the tail. Now what? |
05-01-2019, 08:13 PM | #15 |
Join Date: Aug 2018
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Re: Fright Checks
I used the frighten ability of a ghost,(ITL LE, pg 84) as the basis for a Fear spell. I also used the Fear Spell from Inthelabyrinth.org as part of it as well.
Fear (T) IQ 12 Costs 3 to cast. Victim must save on 4d6 vs IQ or flee at full MA for 2d6 melees. Will not return unless the source of the fear is vanquished or leaves. If the save succeeds they are -2 IQ and -2 DX for 1d6 turns. In practice, I see it as working differently for PCs and NPCs. NPCs will generally follow the spell description to the letter. Whereas, PCs are supposed to be mighty heroes and be made of sterner stuff. They will probably be allowed to autosave, but will still have to deal with the -2 DX, -2 IQ effects. Some NPCs, (Tollenkar, for example, or any of his bravos), would be treated as PCs. After all, it should be harder to frighten an experienced warrior or mage, they've seen and done more and are hardened. They'll stick to their guns longer. |
05-01-2019, 09:04 PM | #17 |
Join Date: Aug 2018
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Re: Fright Checks
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05-01-2019, 09:19 PM | #19 |
Join Date: Aug 2018
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Re: Fright Checks
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05-01-2019, 09:23 PM | #20 |
Join Date: Oct 2015
Location: New England
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Re: Fright Checks
Having a higher IQ should not make one less prone to being frightened.
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Tags |
horror, tft |
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