Alternate Fear-Effects (3.5e Variant Rule)
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Alternate Fear-Effects[edit]
The effect of fear in Dungeon and Dragon 3.5e and Pathfinder are troublesome. Not only do they rob control of a character from it's player, but also can be overpowered for how common they are. Beside the problematic loss of player agency, the severe action limitation caused by fear-effects has several narrative problems, those who fail to shrug off higher end fear-effects always flee at top speed. No characters that fall prey to such an effect stands with legs shaking, holding an unsteady blade. This alternate rule allows for a flexible approach to fear, while trying not to undermine the mechanical aspect.
The Shaken and Cowering conditions are unaltered.
A frightened character takes the same penalties as Shaken, except that they only take a single move or standard action each round. A frightened creature may also take the run or withdraw action to move away from the source of their fear without such action penalties. A creature that is made Panicked drops all of her held equipment upon being inflicted the condition, and the penalties from being Shaken increase to –4. A panicked creature has the same action restriction as if she was frightened, except that she cannot take any actions that require any concentration (as the restriction imposed by a barbarian's rage).
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