Horror Adventures Sanity Rules


Pathfinder First Edition General Discussion

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What an Intelligance bonus became a penalty to the overall Sanity score?


silverrey wrote:
airing grievances about the feeling of being dismissed if not a mage

Which is why I've been putting out the numbers and examples I have been. There are so many options and full BAB classes already have their main "point" already given to them. 3/4 BAB classes often come with several buffing abilities to make up for that difference. The rare case for this is the paladin. Even if you take away its fear immunity per Horror Adventure's recommendation, it still has a TON of options directly around HA's themes outside of its spells. Clerics are a super special case being both 3/4 BAB and 9th level casting.


Clerics and druids, you mean. :P

Full BAB really isn't that important, though. Especially if you're a wizard or something. I'm not sure how it connects to this discussion.


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Kobold Cleaver wrote:
In fairness, casters have a lot more gold to spare than most martials. That's a lot of extra weight to carry.

Don't tell the martials that Wizards get +25% WBL for free (Ultimate Campaign rules) just for taking their first level.


It makes sense that those powered by faith* are least susceptible to that madness. It doesn't make sense that those not so anchored that delve into eldritch secrets (Wizards, Sorcerers, and the like) would be so resilient.

So, my list of resilience would be:
1. Clerics*, Paladins, Druids, Monks, and the like (largely Wisdom and faith* based classes)
2. Martials and those that don't follow into the other camps
3. Wizards, Sorcerers, Oracles, Bards, and others who dabble in the dark forces.
4. Those who worship the forces of horror and madness or those who specialize in studying the dark forces (aberration specialists, summoners of things beyond, necromancers, etc)

*Unless that faith is in the deities of horror and madness, that is.


Kobold Cleaver wrote:
In fairness, casters have a lot more gold to spare than most martials. That's a lot of extra weight to carry.

This hasn't been my experience. Martials eat up the Big 6 where as casters do that and then love to tinker. For example, I've not seen many fighters vying for a robe of stars or much dealing with anything outsider-y or dealing with the planes.


I'd put bards up higher, personally, but that's largely stylistic.


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...I'm gonna be honest, here, I don't think Paladins and Horror mix very well to begin with. XD An important part of horror is a certain degree of powerlessness - whether it's a creature you can't seem to stop or an inability to understand what's going on, you DON'T want people to feel that the big, nasty monster is just something whose face needs to be pounded in. And Paladins are pretty good at standing up to any kind of darkness and pounding its face.


Kobold Cleaver wrote:
Clerics and druids, you mean. :P

Woops!


I feel like a lot of people on this thread have never played a Ravenloft game before. ;)


Nope. Zero D&D pre 5E games played here.


I'm talking more about those who say that 3.x games are horror-incompatible, honestly.

Pathfinder isn't the best system for horror. The book even acknowledges that. But it's not exactly the "best system" for roleplaying, either, or for long-term campaigns, and we certainly make do.


GM Rednal wrote:
...I'm gonna be honest, here, I don't think Paladins and Horror mix very well to begin with. XD An important part of horror is a certain degree of powerlessness - whether it's a creature you can't seem to stop or an inability to understand what's going on, you DON'T want people to feel that the big, nasty monster is just something whose face needs to be pounded in. And Paladins are pretty good at standing up to any kind of darkness and pounding its face.

Paladin works well in horror themed action though, which I think fits HA and Pathfinder in general a lot better than true horror. Less Silent Hill and more Resident Evil 4. Less Halloween and more .. I dunno, Blade or Evil Dead or something.


Mind you HA suggests running modified paladins. There's even an archetype in HA called the Tortured Soul that is a paladin archetype. They can't LoH others and iirc a lot of their auras don't affect allies either. It's perfect.


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That would help.

Paladins are great thematically for Horror games... but that whole 'immune to fear' and aura concepts just gut the mood. I LIKE paladin characters and players, and I still wouldn't let any play in a game that was designed to be 'scary'...


I do not think having Con be involved for a Sanity check would fly unless the PF stat system was greatly changed.
But I could see bonuses based on PC level become a house rule fairly quickly and or bonuses based on what you have saw before and how you dealt with such things before.
If you base only the initial save base on mental stats and then provide bonuses divorced from class it might make those what were unhappy in this thread be more happy but I need to see the RAW first to see just how much I like them or dislike them to comment more.

MDC


Horror Adventures actually offers a tip for the immunity stuff, too: Immunity to fear basically just becomes a very nice resistance. Lesser fear effects like Shaken don't affect you, but you can still get majorly freaked out by stuff.


Not speaking to the mechanics, but I think the flavor pans out well for intellectuals being resistant to sanity. The only reason they always go mad is they tend to seek out such forbidden knowledge. When it comes to a group, though, it is always the simpler ones that lose it first.

And as far as the whole caster/martial disparity, You can also throw dead magic zones at the players. That will make the players scared. That, or you can use some of the rules from Pathfinder Unchained to make magic powerful, but dangerous. I'm a fan of the latter, personally.


This thread is way to long to read all post, so I'll just stick to the OP.

MadGnome wrote:
Or are we not supposed to use melee characters in any of these modules? Because as written, these rules overwhelmingly favor casters.

They do indirectly favour casters, yes. But this doesn't mean that we should't play martials in horror games (just like how you can play small races as martials).

I actually don't consider this as another strike in the C/MD, it just seems like a very weird compilations of rules that aren't really compatible with the Pathfinder game: I wonder what they where thinking when they wrote:
"Lastly, if your total sanity damage equals or exceeds your sanity score, you become insane as per insanity (no saving throw) until all your sanity damage is healed and all your madnesses are cured."
This means that any average human, first time after you finish a combat encounter, goes insane (as their Sanity Score is 0, and you take a minimum of sanity damage of 1 on a successful save when witnessing a "gruesome scene of death"). It seems like a way to early breaking point to start attacking your friends and yourself at random.


Rub-Eta wrote:
This thread is way to long to read all post, so I'll just stick to the OP.
MadGnome wrote:
Or are we not supposed to use melee characters in any of these modules? Because as written, these rules overwhelmingly favor casters.

They do indirectly favour casters, yes. But this doesn't mean that we should't play martials in horror games (just like how you can play small races as martials).

I actually don't consider this as another strike in the C/MD, it just seems like a very weird compilations of rules that aren't really compatible with the Pathfinder game: I wonder what they where thinking when they wrote:
"Lastly, if your total sanity damage equals or exceeds your sanity score, you become insane as per insanity (no saving throw) until all your sanity damage is healed and all your madnesses are cured."
This means that any average human, first time after you finish a combat encounter, goes insane (as their Sanity Score is 0, and you take a minimum of sanity damage of 1 on a successful save when witnessing a "gruesome scene of death"). It seems like a way to early breaking point to start attacking your friends and yourself at random.

So does that mean that you can drive a whole bunch of commoner rabble stark raving mad by walking up to someone in a crowd and butchering them?

Wait a minute.

If you turn a bunch of people inside a city into crazed lunatics, and some of those people kill themselves/someone else in a gruesome manner, does that create a chain reaction which will consume the entire city in mad bloody death? Can a single character destroy an entire city with a few swings of their greataxe?

Now that's giving Martials narrative power!


phantom1592 wrote:

That would help.

Paladins are great thematically for Horror games... but that whole 'immune to fear' and aura concepts just gut the mood. I LIKE paladin characters and players, and I still wouldn't let any play in a game that was designed to be 'scary'...

I don't know I kinda thing there is a certain kind of horror that comes with being the only one left that hasn't run in fear or gone stark raving mad. Being along and clearheaded against an enemy that you are woefully unqualified to deal with on your own is pretty scary. Add in that you probably need to protect your terrified and insane friends and it can get pretty bad. The Paladin Oath doesn't help much easier. Horror games should probably produce a lot of fallen Paladins.

Playing the Paladin in a Horror game isn't about playing the character that thinks they are going to die and runs away. It's about playing the guy who knows he is going to die and can't afford to run away.

Grand Lodge

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What if your Sanity cap was based off Cha and Con, being a nurse and having family have mental health issues I konw that it does take a toll on your body as well.

It is kinda the best of both worlds because the more you suffer the harder it is on your body and the harder you suffer the harder it is on your body.


I didn't have access to a computer untill now. But as soon as I left home after my previous post I realised that it would make much more sense if it was the Ability Score (which is almost never used) and not the Ability Modifier (which is always what is refered to in Pathfinder rules). Now that I checked the book again I can see that I made a terrible mistake in my previous post.

Honestly, I really don't see a problem with the Sanity Score being deriveded from the mental scores. A high level SAD caster will be ahead the average person (a 10/10/10) by ~40%, while any martial can also easily afford more than 10's in their mental stats to bridge that gap (which they really should consider if they're in a game using this system).

Grand Lodge

I like the idea of it being listed to one partial ability not the modifier.


Snowblind wrote:
Rub-Eta wrote:
This thread is way to long to read all post, so I'll just stick to the OP.
MadGnome wrote:
Or are we not supposed to use melee characters in any of these modules? Because as written, these rules overwhelmingly favor casters.

They do indirectly favour casters, yes. But this doesn't mean that we should't play martials in horror games (just like how you can play small races as martials).

I actually don't consider this as another strike in the C/MD, it just seems like a very weird compilations of rules that aren't really compatible with the Pathfinder game: I wonder what they where thinking when they wrote:
"Lastly, if your total sanity damage equals or exceeds your sanity score, you become insane as per insanity (no saving throw) until all your sanity damage is healed and all your madnesses are cured."
This means that any average human, first time after you finish a combat encounter, goes insane (as their Sanity Score is 0, and you take a minimum of sanity damage of 1 on a successful save when witnessing a "gruesome scene of death"). It seems like a way to early breaking point to start attacking your friends and yourself at random.

So does that mean that you can drive a whole bunch of commoner rabble stark raving mad by walking up to someone in a crowd and butchering them?

Wait a minute.

If you turn a bunch of people inside a city into crazed lunatics, and some of those people kill themselves/someone else in a gruesome manner, does that create a chain reaction which will consume the entire city in mad bloody death? Can a single character destroy an entire city with a few swings of their greataxe?

Now that's giving Martials narrative power!

I know you're being facetious here, but on the other hand, the Serial Killer Vigilante can apparently leave scenes of carnage so gruesome all witnesses are afflicted by Nightmare afterwards.

Against your bog-standard commoner, that results in killings so terrible people that find the bodies literally die of fright in their sleep that night.

Shadow Lodge

In my opinion, things are a little more balanced in favor of casters, but casters do have a lot more ways to winnow away their sanity. Spells (yes most of them are optional, but if I was running a game I'd find ways to make those spells very attractive), summoning stuff, etc. I just found out that our undead-blooded sorceress is going to be a bleeding sanity wound for our party... And hey, it makes Path of War characters more attractive (since generally having less than 14 in your initiating stat is counterintuitive), so it can't be all bad.

My only beef is that some creatures don't fit into the rules on sanity attacks. Gibbering mouther or aboleth? Yeah, sanity attack. Flumph or reefclaw (the latter of which is a popular dish)? Not seeing it. At least it's up to GM discretion; there's a setting I work on which has an aberration player race. They already have a bit of a self-esteem problem without their very appearance causing sanity attacks.


Not sure if anyone else has noticed it yet but the sanity score is based off of your mental scores, not the modifiers.


Whoops, forgot the quote

Quote:
Your sanity score is equal to the sum of your mental ability scores (charisma, Intelligence, and Wisdom minus any ability damage taken to those ability scores


MadGnome wrote:

Or are we not supposed to use melee characters in any of these modules? Because as written, these rules overwhelmingly favor casters.

Sanity points are calculated using the sum of all mental stats.

Sanity threshold is the modifier of your highest mental stat.

Sanity edge is half your sanity points.

You start off making a will save, which of course has a better progression for casters.

Sanity point recovery is based on charisma.

I understand wanting the system having some verisimilitude by using mental stats, but really?

Its a horror adventures with dark supernatural powers tormenting you.

You can't expect a dude who knows how to swing a sword real well to keep up with someone who can perceive magic, banish spirits and ward against evil.


johnlocke90 wrote:
MadGnome wrote:

Or are we not supposed to use melee characters in any of these modules? Because as written, these rules overwhelmingly favor casters.

Sanity points are calculated using the sum of all mental stats.

Sanity threshold is the modifier of your highest mental stat.

Sanity edge is half your sanity points.

You start off making a will save, which of course has a better progression for casters.

Sanity point recovery is based on charisma.

I understand wanting the system having some verisimilitude by using mental stats, but really?

Its a horror adventures with dark supernatural powers tormenting you.

You can't expect a dude who knows how to swing a sword real well to keep up with someone who can perceive magic.

Actually, I would.

In terms of call of cthulu style stuff, being able to perceive these kinds of things is a huge risk to your sanity. The guy who never reads the spooky tomes doesn't learn things that make him more powerful, but also doesn't open his mind to powers that can snuff his sanity like a candle. Mages paddling with the occult would generally be much MORE likely to fall victim to insanity since they're the ones regularly exposing their minds to the ruinous powers and trying to comprehend the incomprehensible while the swordsman is focused on the freaky thing in front of him and taking it down with his sword.

In terms of mental fatigue and scenes of carnage, explain to me in what world a scholar who learned magic through a lot of study at some ivory tower somewhere is more inured against scenes of carnage or the mental fatigue of the battlefield than a professional soldier who deals with that kind of thing every day.


Squiggit wrote:
Buri Reborn wrote:
Come on, guys. This can't be a total surprise. We've known for years how will saves work, how charm and dominate works. I'm sure the vast majority of us have heard Wes talk about his philosophy on horror: losing control, aka a loss of one's will. How did you think that would be mechanically represented? Add in other mechanics to round out a system so it's more robust than "you literally pee your pants," and we get what we got.
Well no, it's not a surprise. It's still a shame to see more rules that double down on Pathfinder's 'you must be this magical to ride' problem though.

I don't see it as a problem. Its different game styles. Melee martials provide a way for people to play a character thats out of his depth magically.

I just GMed a game with 3 martials, none of which had anything knowledge or spellcraft related. It was interesting as they were often not sure what they were facing, whereas a caster would have changed the tone of the campaign significantly.


thejeff wrote:

Just change your playstyle from hack and slash games. Unless you want to play a caster, in which case carry on.

And if you want melee, play a melee caster.

/shrug

I could play my Lore Warden with the sanity rules and he would work just fine. Would not even have to tweak his stats.

I have several rogues that would excel at a horror adventure.

Not all non-casters dump their mental stats.


What if there was a 4th base save track - Sanity Save? All classes progress in it at the same speed.

You could set it to a Good track (1/2 HD + 2) for a less intense horror game, or set it to a Poor track (1/3 HD) for a more amped up feel.

I like Con, Wis, and Cha being tied to the Sanity score. And now the knowledge-hungry Wizard is truly in danger like he should be, because now his primary stat doesn't help his Sanity score, and his Good Will saves won't save him either.

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