Fear

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Nelkie
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Fear

Post by Nelkie »

Can a person be feared and rooted at the same time. The way the rules read, I would say yes.
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Post by Onimaster »

I think that if a person is feared they shouldn't be completely defenseless... That will totally make fear too offensive... Fear someone and chase them down bashing them while they try to run away. You should at least let people use their shields while the run. I could see not defending yourself with your weapons, but come on... If you were terrified would you run willy nilly taking blows to the face while your protective barrier sits uselessly strapped to your arm.
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RE

Post by GM_Chris »

1) We will definitly have a thing about compounding effects and no you will not be able to combo root fear a person.

2) When you are feared you are defensless but you may choose to run or not it is your choice. When we are talking fear we are talking the stand there dear in headlight fear so you run or you die.

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Post by Wyrmwrath »

uhm...why wont you be able to root and then fear somon? Sounds like a sound tactic to me. If its too powerful, maybee the new fear effects are the issue and not the combo.
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Re: RE

Post by Onimaster »

GM_Chris wrote: 2) When you are feared you are defensless but you may choose to run or not it is your choice. When we are talking fear we are talking the stand there dear in headlight fear so you run or you die.

Chris
Wow, okay so, when a swashbuckler disarms then taunts you and you run 'feared' you are taking vorpal damage as they chase you that you can't resist or block as they drive you into the master warriors with crush and then have to get back to your weapon through the gauntlet... or other variations on such.

It basically makes being feared a death sentance in the right circumstances or to those of us who can't run quickly...

Suppose I shouldn't argue as it make my fear ability much more potent.
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Post by WayneO42 »

The way fear was always meant to be played is that you must run away from combat and do NOTHING else for 10 seconds. It is an all out paniced flight. The rulebook used to say "When hit with a fear, your character must run, not walk, in the opposite direction for ten seconds". This was way to vague and also Forced a role-playing situation onto a character. People respond to fear differently. Now, you as a player can make the choice as to how your character will handle the effects of the fear. We are just giving you the mechanical motivation.

In your above example, you could make the combat choice to persue the swashbuckler who taunted you in hopes that one of your friends will save you. You could back away from the combat and try to dodge incoming attacks for 10 seconds while screaming your head off. You could run towards friendly characters. Lots of choices. Of course, the most traditional, would be to simply turn and flee. In that case, "The slow shall be slaughtered" The key is to not be alone. There is no Fear in team. There is a meat in team and also a me in team but anyways, you get the point.
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Post by Dallid »

You ought to have some friends with you to run behind. If you're out fighting alone, you're likely dead anyway.
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Post by Anvyrin Onyk'undi »

If I'm feared I would roleplay it out as given the situation. If a big bad warrior feared me I would run away fast, if a big scary ghost feared me I would cower away, if a beautiful girl feared me I would stand there like a kid in a candy store, jaw dropped and all. My point is that i think you should be able to use a sheild to defend. If the big warrior feared me and I had to run away from him, but all paths are blocked, I would have to cower away from him. Ensureing my death? Sure I'm scared and should play that out, but I'm not stupid. I would cower away and try not to get killed by this awesome fighter. Give a rule that all incoming attacks are vorpal. Then while I'm on ground begging not to be killed I still have a chance to defend. I just see that if im feared I would run to my buddys evertime for protection, and thats just lame.
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RE

Post by GM_Chris »

Well it isnt vorpal it is crush.

Oh and fear is one lame skill if you can stand behind a giant shield because then if I was Dueger and was feared I would RP it out me in a shield wall blocking all your attacks esentially fear not having an effect.

Also in the movies when a person is scared and they hide behind something they live or die not because they ware actively blocking, but only because of luck.


If this is too hard then we can go back to fear making you run away. Note that whiel you are running away you cannot block with a shield. There is no way to block a rear attack with a shield legally that I can think of.

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Post by WayneO42 »

Anvyrin Onyk'undi wrote:If I'm feared I would roleplay it out as given the situation. If a big bad warrior feared me I would run away fast, if a big scary ghost feared me I would cower away, if a beautiful girl feared me I would stand there like a kid in a candy store, jaw dropped and all.
Excellent. That is why the rules for fear were changed. In the old rules you couldnt do that.
Anvyrin Onyk'undi wrote:My point is that i think you should be able to use a sheild to defend. If the big warrior feared me and I had to run away from him, but all paths are blocked, I would have to cower away from him. Ensureing my death? Sure I'm scared and should play that out, but I'm not stupid. I would cower away and try not to get killed by this awesome fighter. Give a rule that all incoming attacks are vorpal. Then while I'm on ground begging not to be killed I still have a chance to defend.
If you are on the ground begging for your life then you ARE defending yourself. You are trying to role-play your way out of the situation. If we made fear vorpal then, as Chris said, it would totally devalue the skill. We will watch the change closely throughout the season and if t ends up being too powerful we will tweek it but I think it looks worse on paper than it will be in practice
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Post by Kidwynn »

See, the way fear is worded now leaves a hole bunch of role-playing channels open as to how to play being frightened by set monster and not just a bunch of mechanical things to do. I for one really like that and as other stated, depending on the situation lets say where Kidwynn were feared, it gives me a lot of ideas on how to play that.

Thanks guys!!
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Post by Onimaster »

Okay, another question.

By the new rule, that would mean that resists would also not be useable while under fear right?
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Post by WayneO42 »

Correct, the only skill that can be used is Flee. This is how fear was supposed to be played from the beginning but the write up was way too vague about it
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Root Fear

Post by Nelkie »

The root fear combo is not that broken.

1. It takes 2 people to use the combo
2. Both people have to prepare before hand and not get hit using the skills.
3. It only effects 1 person

How is this so different than 2 empaths throwing sleep?
2 thiefs doing nerve pinch or vorpal nerve pinch.
You can use fear and any skill that you would like.

Fear 30 boom. That would be a 30 damage that distroys your shield and most likely kills a person.
Fear vorpal nerve pinch. it's a death sentence
Fear and a bunch of people beating on the person.

So, I say, why is fear, root so broken?

I kinda like the fear boom attack. Much better than fear, root.

Fear backstab, since everything is crush, wouldn't you have to only hit the person to do the damage?
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Post by Wyrmwrath »

Nelkie a 3rd level barbarina/3rd level druid can root/fear by themselves and the fear is instant (no charge)

My only real issue with the way fear is being viewed is that real fear, IE the young adventurer facing the 10 foot troll, affects each PC differently based on thier personality. Magical fear, is the instilling of artificial/unnatural.illusory mental and phisiological effects so strong the cause the warrior taht would normaly stand against a deadly foe, to run like an empath...i mean little girl...no i mean sissy flower picker...er..well you get the idea. Fear created by skills is a forced flight reaction. It has to be because you are saying no one can fight. So a warrior normaly in control enough to fight as opposed to flee, MUST cower/flee because of the supernatural/magical effect. This will make PCs react in a manner that IS DIFFERENT than the way the player designed the PC to when afraid.

As such having fear make everyone, even the tough/hardened/witless tough guys, run like the afore-mentiones daisy pickers...erm...pantywaists...drat! It actuly makes more sense for artificial fear to affect everyone the same, otherwise why cant i RP that root makes my arms bound to my side and run away, or sleep cause walk around like a zombie cause my PC sleep walkes, etc...
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