Fear Effects

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GM_Chris
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Fear Effects

Post by GM_Chris »

We want to change fear so people may RP fear anyway they wish so I took all the elements of how we want fear and wrote it up unfortunatly it sucks and is confusing so if a player would like to rewrite what I have that would be great.

Fear
When your character is under the effects of fear you may not use any charged skill, activation skill, or swing for damage. All incomming damage is an auomatic hit and is esentially crush, though damage is not changed from its original call. For example a vorpal attack that hits your shield will still do vorpal damage to you and is not changed to crush. A character may use the flee skill to run away.

Well this sucks, but it has all the info in it.

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Question

Post by Nelkie »

Here's the only quetion I have after reading this skill. Can you still run away, or do you just stand there? How long does it last.

If yu can still run away, it works great, if not, to powerful.

Hears a break. If you can't run away, you fear a person and just beat them down. A barbarin easly do 20 damage in the standard 10 secs. That kills everyoe expect the warrior in full plate. Thats pretty powerful for a 3rd level ability. It also limits the effectiveness of root. Just take fear instead of root becasue it is so much better.
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RE

Post by GM_Chris »

LOl we are removing the "you HAVE to run away" that doesnt mean you might not want to run away. Your choice.

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Post by WayneO42 »

The idea is to remove the mechanic dictated role-playing aspect of fear. As it is written now, you MUST run away. This doesn't really fit with every character concept. Now, you can stand there like a deer in the headlights and get a pounding, you can cower behind your friends, you can run away screaming, your choice. Whatever fits the character and situation best.
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questions

Post by Nelkie »

What do you mean, you can use the flee skill to run away?? If you have the choice to run away, why do we need to put you can use flee skill to run away. Or do you mean if you are feared, you still can use the flee skill and fear has no negative effect expect you must run away for the 10 secounds, but duirng that time you will take no damage if it hits the back of the fleeing person. Or something like that.
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Post by Dallid »

How's this?

"While under the effects of Fear, no skills or abilities, except for Flee, may be used. Any charged or charging abilities are immediately interupted and lost. A Feared character can neither attack nor defend - any strike on his or her person or carried equipment counts as a hit. The Feared character may still move, talk, manipulate objects, etc, but should role-play the Fear appropriately."
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RE

Post by GM_Chris »

LOL Aaron you are making this way too complicated. I was just looking for a better write up.

Here is something Mike wrote:

"When your character is under the effects of fear you may not use any charged skill, activation skill (except for Flee), swing for damage, or block incoming damage. Should an attack hit any part of you, a shield, or a weapon, you take the called damage. Fear lasts for ten seconds. "

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Post by WayneO42 »

Dallid wrote:How's this?

"While under the effects of Fear, no skills or abilities, except for Flee, may be used. Any charged or charging abilities are immediately interupted and lost. A Feared character can neither attack nor defend - any strike on his or her person or carried equipment counts as a hit. The Feared character may still move, talk, manipulate objects, etc, but should role-play the Fear appropriately."
Thats a good write up. What do people think about this change?
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Post by McEwan »

I like it :)
Ignorance can be fixed...stupid you're stuck with
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Post by Annika »

..."I like it a lot..."
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Post by GM-Mike »

That's fine except it needs a time length for fear of ten seconds added to the description
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Fun

Post by Nelkie »

Chris, I'm just doing my job.

Doug, I like the write up. Simple and to the point. I going to assume the time for fear is still 10 secs.
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