[UA] Alternative madness system
Jakob Pape
chaomancer at googlemail.com
Thu Feb 24 01:23:44 PST 2011
That'd suck skill points out of any character who you don't want to go mad
all the time, though. In the present system, low mind is a problem at 40% -
it would cost 25 skill points to be that sane if it based off a skill!
Street level characters would have to spend almost all their Mind our Soul
skill points if they only want to fail strass checks as often as the current
system lets them do.
I like the idea but I think it needs more work.
On 24 Feb 2011 08:48, "Jason Feldstein" <fieldstone at gmail.com> wrote:
> I don't think the madness system in UA really makes sense as written.
> Whether or not you crack up from trauma shouldn't be based on how smart
you
> are... smart people go crazy all the time in real life. It should probably
> be based on Soul instead, but that would mean Adepts could never go mad,
> which makes no sense either. So here's my idea.
>
> Madness should be tied to either Mind or Soul, the player's choice, based
on
> the character's personality and whether they cope with stress
intellectually
> or emotionally. Madness checks should always be major checks, not minor or
> significant ones. Each character will start with a skill called "Keeping
It
> Together" at 15% like all the other free skills, under either Mind or
Soul,
> as appropriate. Characters who don't spend much on this skill will tend to
> go madder faster, which I also think is a bit more true to life: some
people
> have coping skills, and others don't. Intelligence doesn't enter into it.
>
> When making a madness check, you'd have to roll under your Keeping It
> Together skill. Matched successes that are under your Mind or Soul stat
> could also count, just to be a little less harsh.
>
> Thoughts?
>
> Jason
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