Talk:Dark Insight (3.5e Variant Rule)
|Sulacu favors this article and rated it 4 of 4!|
| To be honest, I've been playing Call of Cthulhu before I even got into D&D, and a while ago, while reading this for the first time, it suddenly hit me.
After about 10 years of intense homebrewing, we finally have all the pieces for a proper Call of Cthulhu D&D.
Still kinda miss experience checks, though.
|Bhu favors this article and rated it 4 of 4!|
|THis would need to be playtested, but as it stands I love the general idea|
|Wildmage favors this article and rated it 4 of 4!|
| CoC Insanity for D&D, I've been thinking about how to do this for years.
And here you do it with top marks and even puts mytos knowlede into the packet as a bonus. Thanks
- "At any point you are exposed to an undesired change in dark insight, you can make a Will save (DC 10 + 1/2 effect's HD if any + effect's Charisma modifier if any). However, you take a penalty on your save equal to your dark insight bonus. Creature associated with dark insight, such as any creature with the Abomination subtype, or any creature from the Far Realm, can add a creature's dark insight bonus as a bonus to their Listen, Search, and Spot checks against you, and can detect them as if they had scent. "
- So they can find you really easy, and you're unlikely to avoid getting a higher dark insight if they decide to pop up and go "Boo!". It's small, but considering what they are this is the thing you probably do want to hide from. -- Eiji-kun (talk) 08:34, 5 May 2015 (UTC)
- Oh yeah, and as for the "shift into silent hill" function, remember, that's not really a good thing. In theory the DM could give you a secret passage through the wall. Or more likely you shift into the gibbering undergut of the eternal worm. And you're still there in the "real world", so no escaping that. -- Eiji-kun (talk) 08:37, 5 May 2015 (UTC)
- Not sure what charms, compulsions, or illusions have to do with the fluff...