Sunday, July 15, 2012

House Rule: Conditions

Mummies - a large cause of the Frightened condition.
In my Frankenmonster old school game, I thought it would be great to have conditions as in Pathfinder (I borrowed 3.PF conditions since they are the most concise).  It helps to simply say "You are cowering," and be able to then have a set parameter of effects when that happens.  Find below all the conditions I use in the game, re-worked for S&W Complete.  Sorry for some of the wonky spacing issues below.  I copied this out of a PDF that the former writer of these rules made.

Blinded:  A   blinded   character   cannot   see.   They   are   -2   to   AC,   lose   any Dexterity bonus, and are -4 to Strength and Dexterity. All checks and activities relying on vision fail. Opponents are considered to have total concealment in combat (50% miss chance). To move faster than half  speed, a Dexterity check is required, and if  failed, the character falls prone.

Cowering:  A cowering character is frozen in fear, and can take no actions. They are -2 to AC, and lose their Dexterity bonus.

Dazed:  Dazed characters are  unable  to act normally. They  can take no actions,   but   they   have   no   penalty   to   AC   while   defending themselves. The dazed condition typically lasts just 1 round.

Confused:  Confused   characters   are   mentally   befuddled,   and   cannot   act normally.   They   cannot  tell   the   difference   between  ally   and   foe, treating all other characters as potential enemies. Allies attempting to cast beneficial spells  must be  treated as  if  they  were  enemy spellcasters   and   it   might  be   necessary   to   subdue   the   confused character. On the subject's turn each round, roll 1d100 - 01-25: Act normally.  26-50:  Do nothing but babble incoherently.  51-75:  Deal 1d8 points of  damage + Strength modifier to self. 76-100: Attack nearest creature. If  a confused character can't act on an indicated action, he babbles incoherently.

Deafened:  A deafened character can't hear. They are -2 to initiative and fail all sound-based checks and activities automatically. They also have a 20%  chance   of   spell failure  due  to  not  being  able  to  correctly pronounce incantations when deafened, being essentially unable to hear themselves speak.

Entangled:  An entangled character is ensnared or caught in something, or their mobility is impeded otherwise. They may only move at half  speed, and can't run or charge. They are -2 to attack, -4 to Dexterity, and suffer a 20% chance of  spell failure from lack of  full mobility and distraction.

Exhausted:  An exhausted character moves at half  speed, and cannot run or charge. They are -6 to Strength and Dexterity. After 1 hour, an exhausted character moves up the scale to the fatigued condition.

Fascinated:  A   fascinated   character   is   entranced   by   a   supernatural   effect   of  some sort. They stand or sit quietly, paying attention only to the effect that entrances them. They are -4 to any check made as a reaction. Any potential threat to them allows a new save versus the effect, if  one is allowed. Any obvious threat breaks the fascination effect, if  the GM sees fit. An ally may shake a fascinated character free of  the effect, if  the GM allows, taking a full round.

Fatigued:  A  fatigued  character  can't   run  or  charge,  is   -2  to  Strength  and Dexterity, and doing anything that would normally cause fatigue in this condition moves the character into the exhausted condition. After 8 hours of  rest the character is no longer fatigued.

Frightened:  A frightened character flees from the source of  its fear as best it can. It may fight if  unable to flee. They are -2 to attack, saves, and ability checks while frightened.

Grappled:  A character in the midst of  grappling is considered grappled. They are -4 to Dexterity, -2 on attack rolls except for rolls pertaining to the grappling contest, and must make successful Dexterity checks in order to cast spells. They can't complete actions that require two hands to complete, as at least one hand will be considered involved in fending off  the other grappler.

Incorporeal:  Incorporeal creatures are immune to non-magical attacks, and only take  half  damage  from magic  weapons, spells,  and supernatural effects. They take full damage from other incorporeal creatures or ectoplasm-based magic attacks.

Nauseated:  Nauseated   characters   become   extremely   ill   and   suffer   severe stomach   distress.  They   are   unable   to   attack,   cast   spells,   or   do anything requiring concentration. They may only move or defend themselves.

Panicked:  Panicked characters must flee at top speed from the source of  their fear.  They have a 50% chance of dropping   anything   they   are carrying. They will flee along a random path, and are -2 to saves and ability checks. If  cornered, a panicked character cowers in fear and does not attack.

Paralyzed:  A paralyzed character is frozen in place, and cannot move or act. Dexterity   and   Strength  are  effectively   0,   and   the   character   is helpless. They may only take mental actions.

Prone:  A prone character lies on the ground. They are -4 to attack and cannot use ranged weapons other than a crossbow. They receive a +4 AC bonus against ranged weapons, but are -4 to AC in melee.

Shaken:  Shaken characters are -2 to attack, saves, and ability checks.

Sickened:  Sickened characters are -2 to attack, saves, damage, and ability checks.

Staggered:  Staggered characters only move and attack at half  speed.

Stunned:  Stunned characters drop anything they are holding, can take no actions, and are -2 to AC. They lose any Dexterity bonus they may have.

Surprised:  Surprised characters lose their Dexterity bonus to AC, if any, on the round they are surprised.

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