A Walk in the Dark A look in to the mind of an RPG designer

      

6Apr/11Off

Contest: Win “Heroes of Shadow”!

Having recently won a contest myself, I'm in a charitable mood. So I thought I'd try a little experiment and run a contest of my own.

If you're wondering whether you can afford to buy upcoming Wizards of the Coast books like Heroes of Shadow or The Shadowfell: Gloomwrought and Beyond, well here's your chance to win one of them!

 

DISCLAIMER: You will not get any manual before the dates listed below. We're giving it to you for free; we're not magicians and do not hold any power over Wizards of the Coast that allows us to get these books early.

 

The following information can be found on the official Contest page...

 

Entry Deadline: 12:00am Eastern Time on April 25th, 2011.

 

We'd like to see what you can come up with for a "solo" encounter... but asking for a simple encounter is just not enough. So we elected to choose a random element that the encounter or area must contain.

The element, randomly selected using the "Chamber Features" table (Dungeon Master's Guide, pg 192): 10(1d20) = "Pool, fountain or basin".

 

So here are the guidelines:

  • Encounter must be compatible with the Dungeons and Dragons 4e mechanic. This includes fourthcore, if you are so inclined.
  • The minimum requirement must be a single, actual encounter with a SOLO creature. You can add anything you want in and around the encounter - skill challenge, trap, hazard, special terrain, magic effects, other monsters, etc... - but the main adversary must be a solo monster and it must be an actual tactical encounter in which the solo monster must be defeated (Note: "defeated" need not mean "dead").
  • You must create your own solo creature, complete with monster stat block. You can base it of an existing creature from any official source, but it must be sufficiently altered to be unique.
  • The area must contain some sort of "pool, fountain or basin", and it must have some meaning to the encounter beyond being set decoration. We will leave the interpretation of that to you.
  • Encounter could be of any level, but must be designed for no less than five PCs.
  • Encounter must include a tactical map. Map could be dungeon tiles, digitally generated or drawn by hand, so long as it has a tactical grid of 5'x5' squares.
  • Encounter must stand on its own in that it cannot assume any previous actions by the party besides showing up.
  • You need not define monetary or item reward, but that is up to you.
  • It doesn't necessarily have to be in the traditional format that Wizards of the Coast likes to use, but it has to be put together in such a way that any DM can understand it.
  • Resulting document must be either PDF or a format compatible with Microsoft Word (any version).
  • For legal reasons, do not include any artwork that is not yours. For example, do not use copyrighted images from any Wizards of the Coast publication. Official WotC dungeon tiles are acceptable; we mean things like drawings of actual monsters.
  • We reserve the right to publish your submission on our site, regardless of whether it wins or not. You will of course be given full credit and, if applicable, we will direct link to your website or Twitter account.

 

Entry Submission: All entries must be emailed to contest@brainclouds.net before 12:00am Eastern Time on April 25th. You can either attach the entry to the email or link to it. Please include your contact information (name, address, email address, Twitter account, website, etc...). If you do not wish to be referred to by your real name, tell is what you want us to call you.

Entry Deadline: 12:00am Eastern Time on April 25th, 2011.

Judging: Honestly, I'm not sure who will be doing the judging yet. Worst case, it will be me... But we'll see who we can recruit.

 

GRAND PRIZE: ONE (and only one) of the following...

Heroes of Shadow (available April 19th, 2011) - Should be immediately available at contest end.

The Shadowfell: Gloomwrought and Beyond (available May 17th, 2011)

Monster Vault: Threats to the Nentir Vale (available June 21, 2011)

Neverwinter Campaign Setting (available August 16th, 2011)

NOTE: If you wish for any alternate Wizards of the Coast manual (core manuals, Essentials guides, Monster Vault, etc... Even official modules) , we may be able to make that arrangement so long as said book is available on Amazon. You are welcome to ask, and we'll see what we could do.

Prize will be ordered through Amazon and delivered once they become available for shipping. Subject to availability.

Prize includes shipping within the United States and Canada. Can ship abroad, but that all depends on the cost of shipping the item.

 

So let's see what you can do!

3Apr/11Off

Gamma World and the Great Legal Unknown

I have recently completed a Gamma World "delve" (5 encounters) tentatively titled Fire From the Sky, and am considering making arrangements as far as distribution.

Part of me wants to send it to Wizards of the Coast for possible publication in Dragon or Dungeon, not because of the money but because it would be a rather cool experience to see something with my name on it appear in a WotC publication (I use the term "publication" loosely). But I'm hesitant in doing this because they kind of demand exclusivity; it will be released once, and only once, and I will get only one paycheck as a result (and, by my calculations, it's not that big of a paycheck either: six cents a word, I believe). They will "own" it from then on, and I will be relegated to simply saying "yeah, I wrote that"... which is rather cool in its own way, but still.

The other option I'm considering is a non-exclusive distribution through DriveThruRPG, throwing it up there for a buck or two in the same fashion as many other people have already done. But before I do this, there's one obstacle to overcome: the 4e GSL.

You see, when you want to publish D&D 4e content, the rules are pretty cut and dry if you follow the Dungeons and Dragons 4th Edition Game System License. This consists of a few things:

  1. Filling out and sending them the "Statement of Acceptance", agreeing to abide by their publication guidelines.
  2. Include some legal text in the publication, with very specific size and positioning requirements (see sections 5.2 and 5.3 of the Game System License document).
  3. Follow all the rules of the 4e System Reference Document, which details what source material you can and cannot use (for example, I cannot republish a monster stat block from any monster in any core manual; essentially I can only say "see Monster Manual") as well as guidelines for the presentation of new material.
  4. Include the GSL Logo.

But the problem is that all the above relates specifically to the Dungeons and Dragons mechanic. What about Gamma World?

If you look at the above logo, you will see the following text:

Requires the use of the D&D Player’s HandbookMonster Manual,® and Dungeon Master’s Guide® Player’s Handbook® 2, Monster Manual® 2, Adventurer’s Vault™ core rulebooks, available from Wizards of the Coast, LLC

Unless players are expected to buy all these books in order to play Gamma World, that obviously doesn't apply.

I asked Wizards of the Coast (through their support site) about the existence of a Gamma World SRD, and this is the first response I got:

Thanks for the question! The Game System License applies to any d20 system. This does include Gamma World. Unfortunately, we are unable to provide any more information on the GSL than what appears on the relevant website here: http://www.wizards.com/d20.

After I tried to explain that the text and logo they are expecting me to include doesn't apparently apply to Gamma World, I got this:

If you are in need of further assistance on this matter you would need to contact our legal team at the below address.

Wizards of the Coast
Attn: Legal
PO Box 707
Renton, WA 98057-0707

Uh... OK then. No email address? As usual, lawyers make us sometimes feel like we're in the Stone Age.

Another reason for this confusion is that the Gamma World Rulebook not only has the "D&D" logo on the front and back covers but, throughout the book, the game is explicitly referred to as "D&D Gamma World". So is it D&D or not? The mechanic stands alone, and one doesn't need any of the D&D core rulebooks in order to run a game (they certainly help in terms of experience, but they're not a requirement).

So, despite it being done, I can't publish the module yet. Putting all the above on the 2nd page of the module just to comply legally doesn't feel right when I know that the content they're asking me to put in simply doesn't apply.

Does this mean that I'm not authorized to publish Gamma World content at all? Am I spinning my wheels here, borderline oblivious to the fact that I'm not supposed to be doing what I do?

The first draft of Fire From the Sky is complete and is in the hands of an "elite few" that are proofreading it and making sure I didn't do something horribly wrong with the Gamma World mechanic. Once they give it their blessing and I can resolve some of the questions posted above, it will be unleashed upon the masses.

If the legal ramifications continue to be unclear, I might end up submitting it to WotC just to avoid any problems. If they accept it, yay! If not, at least some time will go by while I sort all this out.

We'll see how things go. But I promise you'll get it sooner or later.

2Apr/11Off

Critical Effects

One of the biggest complaints I had about D&D 4e is that a "critical hit" didn't really mean as much as they use to, and many people that discussed the topic missed the ways it was done in the past. In 4e a "critical" usually means not much more than "max damage", and "max damage" wasn't much different than being lucky on die rolls. I mean, a dagger would roll "max damage" 25% of the time as it is... That hardly seemed like anything special or dramatic.

I know that, as levels progress and magic weapons become more readily available, the damage and effects do add up. In one of the campaigns I'm running I'm playing a goliath tempest fighter that, when he crits, has a boatload of damage and effects piled on to the maximum damage. When he critical hits, he causes:

  • Maximum damage on the main weapon (2d6 +17 = 29 damage)
  • +4d6 damage on the main weapon, +4d8 if I have combat advantage (Chainreach Short Sword +4)
  • +2d6 with Executioner's Bracers
  • +1d10 with Devastating Critical feat
  • Gains Resist 10 all until the end of his next turn
  • If the critical hit is with the main hand, gets an attack with the off-hand as a free action.

So damage on an MBA rockets up from a mere 19-29 hit points of damage to a bone crushing 36-83 damage on a critical hit (plus an additional attack with the off-hand), almost three times as much. Then again, he was designed for this sort of thing; I don't imagine the "average" character being able to do that much.

That character is level 23, however; he's already working through his epic destiny. What about a character that's level one? Shouldn't rolling a natural 20 be something special regardless of your experience, above and beyond being lucky on the damage roll?

And there's another issue: what if the attack roll isn't a damaging roll? In one of the online campaigns I'm running we have an invoker that likes to use Whispers of Defeat every chance he gets. It gets an attack roll (Wisdom vs Will) but it doesn't actually cause any damage. Rolling a natural 20 on that means absolutely nothing, and I'm not even sure if the magic weapon damage bonus applies to that sort of attack.

So while looking around the 'net I found a "Critical Effect Chart" that seems to satisfy most of the issues. Here is the one I am currently using:

Critical Hit Effect: Roll a d20

1-2: Target deafened until end of target's next turn (-10 to Perception checks).
3-4: Target weakened until end of target's next turn (half damage against all targets).
5-6: Target blinded until end of target's next turn (everything has concealment, -5 to basic attacks).
7-8: Target slowed until end of target's next turn (movement speed reduced to 2).
9-10: Target pushed 1 square and knocked prone; attacker can shift 1 square as immediate reaction.
11-12: Attacker makes another melee or ranged basic attack against target as a free action.
13-14: Attacker gains 3 temporary hit points for each tier (+3 THP in Heroic tier, +6 THP in Paragon tier, +9 THP in Epic tier).
15-16: Target dazed until end of target's next turn (only one action, move, minor or standard).
17-18: Target is bleeding (ongoing 5 damage, save ends).
19: Target is stunned until end of target's next turn (no actions).
20: Attacker adds extra 1w (2w for Paragon tier, 3w for Epic tier) to the damage total.

I apply the above to ANY "attack roll", so a natural 20 on Whispers of Defeat still has the possibility of causing some more lasting effects. Also note that this is meant to be in addition to the documented rules: weapons still do maximum damage and magic weapons and implements still do additional damage due to their enchantment.

In the above chart, if the creature rolls another 20 and the source of the attack doesn't have an explicit "W" defined, use the attack's base die, multiplying x2 for Paragon tier and x3 for Epic tier. For example, a warlock's Eldritch Blast would cause an additional 1d10 per tier.

The blog also contains a "Critical Miss" chart. I considered it at first, but after discussing it with my players I elected not to use it. Reason? I think it's too much. We're talking about seasoned adventurers here, and I just don't feel that they're going to go all Keystone Kops 5% of the times they make an attack roll (the odds are even higher for burst effects). When a monster critically misses, it's DM's choice whether to turn it in to a bumbling idiot - I have had undead trip over themselves and bandits fire arrows in to the backs of their allies because of a critical miss - but I don't think the players should ever be that stupid.

All in all, it works out real well. Players get excited when they have to roll for the critical effect, even during the first encounter of a level 1 campaign.

Filed under: 4e, Campaign, DnD, Mechanics No Comments
28Mar/11Off

Robot Zombies and Exploding Mushrooms

No, I'm not talking about a Roger Corman film... This blog is about RPGs, so it has to be none other than Gamma World.

It's been a long, long time since I look at Gamma World, but I have to admit that I've been familiar with it all the way back to the first version. It didn't quite captivate me as much then, and when I did flip through the books that were available I couldn't help but think "I'm not wasted enough to handle this." Let's face it, James Ward must have been on something epic when he came up with the first few versions... Then again, looking through the original Monster Manual and Fiend Folio, maybe that was par for the course...

If you want to get a better understanding of the history of Gamma World, I suggest you read Angry DM's post "Taking the Game Seriously" and an analysis that he links to from there: "Gamma World: Over 30 Years of I Have No Idea What Is Going On". It's a great read!

Recently I picked up the latest version of Gamma World (the 2010 version), and I gotta say it is pretty wild. I look through these pages and can't help but think how much of this is lost on the youth of today. Some of this stuff is straight out of the science fiction/horror/post-apocalyptic movies I would watch religiously on cable at 3am in the morning. They just don't make this kind of cheese any more, do they? These are things that I would present to my son and he'd get a quick chuckle over, then move on; he'd much rather be bashing dragons with swords... that's much more realistic than a machine gun toting chickens and a cockroach the size of a Buick!

The thing is that, although the system is based on the 4e mechanic, it's much more simplified. It's not the content overload of D&D 4e: you don't have twenty different powers to consider, you don't have to worry about healing surges (you auto-heal at every short rest) and second wind is a minor action, there isn't an overly complex equipment system (except for Omega cards, which feels more like Magic: the Gathering than anything else. You even have to "tap" the cards when you use them) and several other things are much more easy to get started on. Strictly from a mechanics sense, I'd consider it a very good introduction to D&D 4e.

One thing I also found interesting is that, due to the nature of the environment and that nobody's supposed to be in control of mutations anyhow, character generation is completely random. If you don't like your character, take it out back, shoot him dead and re-roll another one.

To give you an idea of what this could create, using an online Javascript tool for Gamma World, I wound up with two characters:

  1. An Android Reanimated with a dexterity of 5, making him the clumsiest robot EVER. He carries a pair of binoculars and a canoe... 'cause, hey, in this world you never know when you'll need a canoe.
  2. An Exploding Fungoid that also has a canoe, but instead of the binoculars he was smart enough to bring a beer. Well maybe not *that* smart... hit Intelligence is 7. What can you expect from a sentient mushroom that just can't hold itself together?

Reading through the core manual and one of the add-ons (I have Famine at Far-Go. Still need to get Legion of Gold), it almost reads like the most off-the-wall comic book you can think of. Chickens with artillery, super-sentient badgers, sharks that tunnel through solid rock, little green men, cockroaches the size of RVs, the "yexil" (see below), etc... I may never play a game in my life but it's definitely worth it at least for amusement's sake.

Reading through all this must have affected my subconscious, because a few days ago I had an oddball idea for a short module. Well, it's either going to be a Gamma World module or a late night Cinemax movie, and I don't have the budget to do the latter. So I began to develop the story line in to a series of encounters.

But I realize I have a problem: I think I'm making it too serious. The first two encounters I created were pretty straight up, in the same style as several of my other encounters in the D&D world. But this isn't D&D we're talking about, this is Gamma World: the encounters just didn't feel weird enough. The two encounters could have been ported to D&D and they might actually fit.

I found myself out of my element for a bit, realizing that what I was doing simply wasn't in the style that Gamma World intends. To give you an idea of what that style is, look at what the sample campaign in the core rulebook has:

  • Heavily armored badgers with crossbows.
  • Pigs on motorcycles.
  • A "yexil", which is a giant, orange-colored lion with wings of a bat, mandibles of a spider and shoots laser beams from its eyes.
  • Gypsy moths that fire beams of radiation.
  • Radioactive birds.
  • Killer robots. Lots of killer robots.
  • A giant rabbit with a katana.

I mean, God, what were these people on when they came up with this stuff?

So I decided to try something for my third encounter that didn't already exist but seemed appropriate. No gimmicks or special circumstances to it, just the PCs walking along until they come up with... wait, seriously? Is that what I think it is?

I'm not sure what I'm going to do with the module when it's done. It's technically the right length to be a Dragon/Dungeon submission, but I don't know if they're taking that sort of thing. I might resort to alternate means of distribution. I might give it away for free. Who knows? We'll see once I'm done.

In the mean time, let's see what character I get now: A Hawkoid Felinoid. I'm a bird cat... I'm my own worst enemy!

25Mar/11Off

Crazy People Need Love Too

Ever since I saw someone post the question on Twitter I've been thinking about it: how would you treat insanity in D&D 4e?

In order to consider this concept, I of course had to go to the one true source of all things insane... Call of Cthulhu. If you're not familiar, in CoC you have a pool of "Sanity Points", and depending on what you experience during the adventure (by "encountering the unimaginable") you will periodically lose points here and there. When you drop to zero, you are temporarily insane. When you drop to -10 or lower, you become "incurably insane" and you get a nice rubber room at the Arkham Sanitarium.

Before we start to consider what "going insane" might be, there's the need to point something out: not being in control of one's own faculties - even in real life - is not fun. In D&D, besides death the two most annoying and boring effects are "dominated" and "stunned" because they prevent you from doing anything. You can't even roleplay them well most of the time because there isn't anything you can do about the condition. This problem could also be said of a number of effects in previous versions, but at least in those you can kind of play it out for theatric's sake; if your group's meat shield freaks out over a fear effect and begins to run away at full speed, that player has the option of playing it out so long as he's aware of the things he's not allowed to do while suffering the effect. When you're "stunned", you can't do anything besides make a saving throw at the end of your turn. Whee...

So I thought of creating a 4e insanity system that will impose some guidelines on the player, detailing what he's going to do in a given turn in the most general of sense, but it will still allow the player to stylize it in any way he sees fit. Because, let's be honest, it's kind of fun to play a complete wacko every now and then.

Becoming Certifiably Insane

I considered using something like the aforementioned "Sanity Points", but let's face it: this is not Call of Cthulhu... We're not dealing with John Q. Public here, but seasoned adventurers that have seen their share of bad things. Imagine how D&D would be if every adventurer freaked out and ran away at the first sight of a skeleton walking towards them.

Exposure to this could be in any way that a disease could be spread: creature's attack, trap, exposure to something in the environment, etc... It could even come from drugs or poisons that occur naturally.

Levels of Insanity

When I use the word "insane" I'm talking about potentially long term effect. A "dominated" effect may not last more than a handful of seconds (six seconds between each save if you go by the general guideline on how long a turn is). I'm thinking of something more dramatic, more long term, and something that could both be be remedied or get progressively worse. That sounds like a disease, doesn't it?

And there are multiple levels of insanity. Having an argument with oneself or laughing uncontrollably is one thing, while smashing an ally with a broadsword or taking off all your clothes is something else. One doesn't go from mild mannered adventure to "bat-s%@! crazy" that easily.

So I have come up with two separate lists: "minor side effects" and "major effects". Minors are superficial things that affect the target's ability to function like a normal person. Major effects are things that directly affect everyone around him with disastrous results.

Insanity - Disease, Variable level

Stage 0: The target is cured of all effects.

Stage 1 (Initial Effect): The target takes a -2 penalty to Will defense and has one Minor Side Effect (see table below).

Stage 2: The target takes a -2 penalty to all defenses and has one more Minor Side Effect.

Stage 3: The target takes a -4 penalty to all defenses, has one more Minor Side Effects and has one Major Effect (see table below).

Special: Every time the target fails to improve from Stage 3, it gains one more Minor Side Effect and re-roll the Major Effect.

So by the time the target reaches Stage 3, assuming they didn't do any secondary rolls on the tables, they will potentially have three minors and one major. In other words, they're really messed up.

Every time the target improves take away one effect, starting with the Major Effects.

Minor Side Effects

Note: If the result is an effect the target already has, do not re-roll.

Roll a d20:

  1. Target has uncontrolled laughter, takes a -5 penalty to all Stealth checks.
  2. Target has a nervous facial tick, takes a -2 penalty to all Charisma-based skill checks except Intimidate.
  3. Target talks to himself, takes a -2 penalty to all Stealth checks.
  4. Target has a normal conversation with someone who is imaginary, takes a -2 penalty to all Stealth checks.
  5. Target argues loudly with himself, takes a -4 penalty to all Stealth checks. Gains +1 to all Intimidate checks.
  6. Target has an argument with someone who is imaginary, takes a -4 penalty to all Stealth checks. Gains +1 to all Intimidate checks.
  7. Target periodically repeats out loud what someone else within hearing distance has said, even if the original speaker whispered it. Whenever the target does, it takes a -4 penalty to Stealth checks until the start of its next turn.
  8. Target has periodic outbursts (crying, anger, hysterics, incessant ranting, mumbling, etc...). The effects of these outbursts is up to the GM's discretion.
  9. Target begins to have delusions or sees an altered reality, takes a -4 penalty to Perception and Insight checks.
  10. Target has an unnatural fear of germs. Will refuse to touch anything that isn't his until it has been cleaned thoroughly.
  11. Target acquires a major physical tick or mannerism,. Takes a -2 penalty to Fortitude defense, +1 bonus to Reflex defense, and -2 penalty to all attacks that do not target Will defense.
  12. Target has acquired a moderate phobia of any single object or creature within sight. The player can choose the item at his discretion with GM's approval.
  13. Target periodically shouts at the top of his lungs. At the start of each turn roll a d20; on a roll of 1-5, the target screams loudly and takes a -5 penalty to Stealth checks until the start of its next turn.
  14. Target is somewhat unsure of himself and hesitates before doing anything, takes a -5 penalty to all Initiative rolls. At the start of an encounter, if there is a surprise round the character will always be surprised.
  15. Target periodically drops his weapon. Roll a d10 at the start of each of the target's turn; on a 1, the target will drop whatever he is holding in his main or off hand (in that order).
  16. Target zones out periodically. Roll a d12 at the start of each of the target's turn; on a 1, the target is effectively stunned until the start of its next turn.
  17. Target has an obsessive infatuation with another party member (even a party member of the same gender), will do anything to stay near them and win their affection. If the target is more than 5 squares away from the other party member at the start of their turn, they must take at least one move action that moves them closer. If any creature attacks the other party member, the target gains a +2 to the attack roll against the creature until the start of the target's next turn.
  18. Target has an intense hatred of another party member, will go against any actions or decisions that player makes. If any creature attacks the other party member, the target takes a -2 penalty to attacks against that creature until the start of its next turn.
  19. Target has an obsessive attachment to an item within sight will be unable to function properly without holding it or having it on his person. While the target does not have the item in his possession, it takes a -5 penalty to all d20 rolls. The player can choose the item at his discretion with GM's approval.
  20. Roll on the "Major Effects" table below instead.

Major Effects

Note: If the result is an effect the target already has, do not re-roll.

Roll a d20:

  1. Each time the target is bloodied in an encounter, it falls unconscious (save ends) and prone. An adjacent creature can use a Standard Action to shake them awake, and the target will wake up automatically as soon as it takes any damage.
  2. Target has psychosomatic deafness. Every time a noise that he should be able to hear is made, roll a d6; on a roll of 1-5, the target doesn't hear the sound at all. The volume of the sound has no impact on the roll.
  3. Target develops an obsessive eating disorder. Will immediately consume any and all food available in a given area, including any food in his own backpack. If it does not eat every ten minutes, the target is slowed (move speed of 2) until it does.
  4. Target has terrifying fear of danger, at the start of the encounter will flee hysterically in a random direction until it is more than 20 squares from danger. Can not take any actions besides a double run: two move actions, each with move speed +2, grants combat advantage, and can be targeted with opportunity attacks.
  5. Target has acquired an intense phobia of any single object or creature within sight, as determined by the GM. Target will refuse to come within 10 squares of the object in question, and if he is unable to move more than 10 squares away in a given turn he is stunned until the start of his next turn.
  6. Target has extreme paranoia, is afraid that even his allies are going to turn on him. If an ally uses a power that would allow the target to make an attack, the target ignores the action.
  7. Target drops all weapons and removes all equipment, refusing to wear any of it until cured.
  8. Target loses the ability to communicate through speech or writing. Anyone attempting to communicate telepathically with the target must make an Intelligence vs Will attack roll against the target in order to get through.
  9. Target cannot take any actions of his own and will preform melee basic attacks on themselves until they are subdued or unconscious. If they do not have a weapon, they will make unarmed attacks with their fists.
  10. Every turn the target does not make an attack roll, it risks falling asleep while standing. Make a saving throw at the end of the turn; if the save fails, the target falls asleep (save ends) while standing in an upright position. An adjacent creature can use a Standard Action to shake them awake, and the target will wake up automatically as soon as it takes any damage.
  11. Target cannot take any actions of his own and will attack any and all creatures at random within 10 squares with basic attacks until subdued. Each attack takes a -2 penalty to the attack roll, and each melee attack gains a +2 bonus to the damage roll.
  12. Target has selective amnesia. When the target attempts to use a daily or encounter power, make a saving throw before casting; on a failure, the target forgets how to do the action and the power is spent.
  13. Target cannot take any actions of his own and will attack the single nearest creature repeatedly until that creature is dead or the target is subdued. Each attack takes a -2 penalty to the attack roll, and each melee attack gains a +2 bonus to the damage roll. If he does not have a weapon, he will make unarmed attacks with his bare hands.
  14. Target has psychosomatic blindness, is treated as being completely blind until cured.
  15. Target has "Alien Hand Syndrome". The GM rolls a d20 to determine which hand; on a roll of 1-10 it's the main hand, on a roll of 11-20 it's the off-hand. The target can not take any actions of his own with that hand, and the hand's actions are completely dictated by the GM. Target cannot benefit from any bonuses related to having something in both hands (AC bonus for having a shield, Two Weapon Defense, powers that require a weapon in each hand, etc...).
  16. Target becomes a cannibal, electing to eat the flesh of any dead bodies the party encounters. At the GM's discretion this may expose the target to any number of different diseases.
  17. Target crawls in to a fetal position and begins to cry or mumble. Target is aware of their surroundings and can talk to others but is prone, helpless and cannot take any actions of their own until cured.
  18. Target is catatonic. Is awake but is helpless, cannot take any actions of their own until cured.
  19. Roll twice on the "Minor Side Effect" table.
  20. Roll once on the "Minor Side Effect" table and re-roll on the "Major Effect" table.

The above list is moderately inspired by the "Sanity" variant rules in the D20 SRD.

In addition to the obvious effects listed above, this gives the player some artistic liberty in terms of roleplaying. I myself have played a character with an intense phobia of something (cats) in the past, and that led to some rather interesting situations in game; the character might not have been the most tactically sound person when it came to having an encounter with a tiger, but it sure was entertaining.

It was actually quite difficult to come up with two lists of 20 items, and I'm sure some of the above are flawed and I missed quite a few things. I admit I didn't give it that much thought because I wanted this to be posted and start getting feedback.

So what do you all think?

3: Target has a nervous facial tick, takes a -1 penalty to all Charisma-based skill checks.

Filed under: 4e, Design, DnD, Mechanics, RPG No Comments