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Post by logan9a on Jan 13, 2017 1:46:41 GMT
My brain came up with something...shocking.
My current thinking - for this campaign - people can buy Cthulhu Mythos as a normal skill.
It has no effect on sanity.
Weird, huh?
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matchstickman
Agent
Messiah: Will rise again
Creator of and most frequent player of the Heroic Cthulhu Drinking Game
Posts: 2,939
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Post by matchstickman on Jan 13, 2017 10:08:25 GMT
No effect on Sanity? I disagree, I think I lost a point just from reading that.
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Post by Fantômas on Jan 13, 2017 13:38:26 GMT
I can think of a situation where that makes sense. Whether or not what I'm thinking of is related to Logan's reasoning, who knows.
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timtitan
Administrative Assistant
Posts: 46
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Post by timtitan on Jan 13, 2017 14:38:33 GMT
Do you want sorcerers? Because that's how you get sorcerers.
I thought part of the entire setup of Cthulhu is that understanding is inversely proportional to ability to 'fit in' with the rest of society. Unless this campaign is disconnecting consciousness from knowledge for some reason.
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Post by logan9a on Jan 13, 2017 15:27:44 GMT
The way I'm planning on having magic work it won't be too much.
(Note: Magic will be pretty shitty, overall.)
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Post by bentpaperclip on Jan 13, 2017 17:06:41 GMT
Crappy magic is still magic.
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Post by logan9a on Jan 13, 2017 17:21:48 GMT
True, however as you pointed out (somewhere) you do what gets you the carrot. If magic is the most effective way of doing something, the PC's will do that.
I will say that in this campaign that if all of the PC's became sorcerers it would help them in some places, less in others and may actually be bad for them in others. But yeah - I have no problem with a party of guys and gals who know a bunch of spells. You can only cast one per round however!
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Post by logan9a on Jan 13, 2017 17:22:22 GMT
Do you want sorcerers? Because that's how you get sorcerers. I thought that quote was sensational.
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Post by logan9a on Jan 13, 2017 17:28:22 GMT
This would also be a chance for the PC's to buy up CM to whatever they think they have IRL (if they wanted to) to try to solve any problem they come across they think it is applicable to.
However - seeing scary stuff and actually doing magic - yeah - that will still freak you out and cause sanity loss.
But there are maximum sanity loss. As per the old rules, the max is double whatever the die is.
Example:
There is a scary rocking chair that has Travis nervous. Any time he sees it, the GM asks for a sanity roll - zero if he makes it, d4 if he fails. Hence, for this terrifying rocking chair, Travis may only lose a maximum of eight points of sanity. After that, he can sit in it. Or turn it into firewood. Or bring over his friends to cause their minds to reel in horror until they are OK with his poor choices in furniture.
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Post by bentpaperclip on Jan 13, 2017 19:52:32 GMT
Why'd you have to bring up the rocking chair?? *thousand yard stare*
Sanity appears to be the same as previous HC games.
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Post by logan9a on Jan 13, 2017 19:54:01 GMT
Sorry - and yes.
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timtitan
Administrative Assistant
Posts: 46
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Shocking!
Jan 13, 2017 21:13:22 GMT
via mobile
Post by timtitan on Jan 13, 2017 21:13:22 GMT
Actually that does raise the point. If people 'buy' mythos, do they start with spells?
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Post by logan9a on Jan 13, 2017 21:17:49 GMT
No. All spells (and spell effects) must be discovered in game. Then, complained about. Probably incessantly.
In good news, you don't have to worry about going permanently crazy from reading books. Those will be...different in this game.
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