| Joanna Swiftblade |
I'm wondering how to implement SAN into pathfinder for a homebrew campaign I've been kicking around; it's a mix of steampunk and lovecraft. Something like Wisdom Score x5 for your base SAN. That kind of makes wisdom based classes too strong, so it could also be (cha+wis+int)*2, meaning your average commoner possess 54-66.
Any better ideas?
| Whale_Cancer |
SAN is the abbreviation for Sanity in the BASIC roleplaying system (what Call of Cthulhu runs on).
5 X WIS is what d20 Cthulhu suggests.
You could just use Pathfinder's actual rules for sanity. Your suggested system could allow SAN scores over 100 which are a problem if you use BASIC SAN mechanics.
I don't see anything wrong with 5 X WIS, given that the wisdom based classes are likely the ones to go insane last. Of course, since you have a homebrew world we know nothing about, who knows?
| Byrdology |
How about you start with your wis score. Exposure to inSAN requires modified will saves. Failed saves = SAN points, when your SAN score is greater than your wis score you start to take effects, when your SAN score is double your wis score your character is unplayable and becomes property of the DM...
| Drachasor |
How about you start with your wis score. Exposure to inSAN requires modified will saves. Failed saves = SAN points, when your SAN score is greater than your wis score you start to take effects, when your SAN score is double your wis score your character is unplayable and becomes property of the DM...
That's no good. It makes higher wisdom geometrically powerful. It gives you a bonus to your will saves which makes you stay sane longer AND ups the amount of crazies you can get (inSAN).
| Da'ath |
You could use the d20 SRD Sanity rules, which take into account spellcasting and spellcaster stats.
If I remember correctly, they're pretty much just like the CoC Sanity rules and can be found here: Sanity.
Unless you just hate this system or really want a homebrew, there's no need to reinvent the wheel, so to speak.
Just being a cleric, using this system, doesn't give you any particular benefit over other casters. In fact, your spells cost more sanity to cast due to the expectation you'll have a high wisdom.
| Byrdology |
Byrdology wrote:How about you start with your wis score. Exposure to inSAN requires modified will saves. Failed saves = SAN points, when your SAN score is greater than your wis score you start to take effects, when your SAN score is double your wis score your character is unplayable and becomes property of the DM...That's no good. It makes higher wisdom geometrically powerful. It gives you a bonus to your will saves which makes you stay sane longer AND ups the amount of crazies you can get (inSAN).
But wouldn't a high will save help to keep you sane? The DC for sanity checks would be modified by exposure anyway, so if you get into something crazy, you have a greater chance to lose a bit of sanity. But you also have a chance to maintain your sanity... Just a thought...
| Drachasor |
Drachasor wrote:But wouldn't a high will save help to keep you sane? The DC for sanity checks would be modified by exposure anyway, so if you get into something crazy, you have a greater chance to lose a bit of sanity. But you also have a chance to maintain your sanity... Just a thought...Byrdology wrote:How about you start with your wis score. Exposure to inSAN requires modified will saves. Failed saves = SAN points, when your SAN score is greater than your wis score you start to take effects, when your SAN score is double your wis score your character is unplayable and becomes property of the DM...That's no good. It makes higher wisdom geometrically powerful. It gives you a bonus to your will saves which makes you stay sane longer AND ups the amount of crazies you can get (inSAN).
My point is that it is really imbalanced as it favors high wisdom way too much. Clerics, for instance, would be ridiculously strong here. It would mess up the aesthetic a lot.
| Whale_Cancer |
Sanity saves under the BASIC or d20 implementation use your current Sanity as your 'save'; you roll d100, if you roll under your SAN you pass and if you roll over you fail.
So, you get insane more and more quickly. Even if you do save from a SAN effect, you might lose some SAN (e.g. lose 1 SAN if you save 1d4+1 if you do not). Thus, even high-WIS characters like Clerics will have their sanity picked away until they get on the highway to the nut house (when you have less than 50% chance to save or so).
So, even having a 100 SAN (from 20 WIS) will not stop you from getting picked away at.
I would compare SAN to hit points. We usually don't complain that Barbarians have too many hit points because they usually have high CON, so I don't think we should complain about Clerics having high SAN because of high WIS. They will still lose SAN, just slower than everyone else. I think this works aesthetically. The Cleric has their faith to ground them.
Edit: Also, the Cleric should have the SAN restoring spells, so them having a good reserve of SAN so they can get those spells off on their fellows is probably good mechanics as well.
| Reecy |
Yeah See if you are introducing a new System like that you need to add another Stat that you can control like if your max in another game is say 5 like using Vampire and Werewolf
Based on the tables when they tell you a Dot each dot from the D 20 system is about equal to 5 points so a Wisdom of 1 thru 5 is 1 dot 6 thru 10 is 2 and 11 thru 5 is 3