A new optional stat: Stress [Archive] - Wizards Community

Post/Author/DateTimePost
High Octane

11-24-06, 04:36 PM
You character has just seen the horrors of hell, watched his best friend die, gone days without food, nearly died of thirst, The world is in danger, and his less moral friends are trying to talk him into abandonning the mission after his +4 artifact sword was broken.

Hows he feeling? He's fine. 100% on the ball.

Its so easy for a player to forget the tragic, aggravating, or horrifying events of the life of an adventurer. Its easy for them to just brush off the strict regiment of a class who must sacrifice his time energy and freedom.

Stress is a new stat idea I have come up with, similar in concept to sanity. However its consequences are less dire, and is much easier to solve without permanent damage, and has even more roleplaying oppurtunity.

Is a subtle reminder of how good or bad your character's life has been recently, so the player can act that way. It also has more concrete effects through the penalties associated with high stress.

A Character starts in the game with 50 stress. A stressfull event will add to this, and a relaxing or happy event will remove stress. At 100 stress, the character takes a -1 on all skill checks, and a -2 on concentration checks. This reflects a characters inability to concentrate on his work due to nagging problems lately. At 150 stress these penalties double.

At 200 stress the character is considered fatigued in addition to the aforementioned penalities. In addition, they become more suggestible, taking a -1 on all will saves.

At 250 stress, casters must make concentration checks equal to 15 + spell level to successfully cast a spell. This is in addition to any other concentration checks made during the casting of the spell (like casting defensively). Also, the penalty on will saves doubles.

At 300 stress, the maximum, your character is considered to have a temporary mental dementia. Every time the character would take stress damage he instead has to make a will save, DC 5 + stress damage taken, or act as if under the Confusion spell for 1 round.

Removing stress can be almost as easy as having it happen.

Stress removing activities can include:

Finishing a long quest.
Celebration of a job well done.
Time spent under conditions your character favors (a druid will lose stress while in the woods for example, whereas a rogue will enjoy some time in the streets of a big city and the cleric will enjoy time at his temple)
Time spent in meditation or prayer.
Night of partying.
Knocking back some ale.
Getting laid.
Spending time with your family or friends.
Successfully helping people (for those with good alignments)
Succeeding in a task usually near impossible for you (success on a roll you needed a 19 or 20 on)
Buying yourself something that your character enjoys (fine perfumes, a really nice dragon-steak dinner, some jewelry, a new holy symbol, a pipe of his favorit pipeweed, the DM should pay extra attention to the amount spent since the character is sacrificing more in the name of stress removal.)

So, what do you think? Comments? questions? Hopes? Dreams? Accusations?
Fargren

11-24-06, 05:45 PM
it's very similar to sanity in UA.
theotherdraxen

11-24-06, 05:49 PM
Sanity (http://www.d20srd.org/srd/variant/campaigns/sanity.htm) is kind of horror-based (a lot of the inspiration was taken from Call of Cthulhu), but you can use it for stress as well.
High Octane

11-24-06, 06:00 PM
Sanity is what inspired the stat, but its meant to be affected by more and have less of a game destroying effect on the player. This isnt meant to be horror based.

Its meant so players will think about their characters needs beyond rations, water, gold and exp.

Edit: I should mention I intend events that arent necessarily shocking will cause stress. Being on a long journey and not visiting home for 10 years will have some effect on the stress level. Failing a mission or botching on a skill you brag about being the best at will cause stress, but wouldnt cause sanity loss.
Fargren

11-24-06, 07:58 PM
Mmm, I guess it could be interesting... I wouldn't apply it in my camaigns, because I dislike extra book keeping. And it can be done through roleplay without the need to add any rules. But I can see why would you use.
High Octane

11-28-06, 03:20 AM
The revised version:

I've decided it would be best if the additions and subtractions were simplified. Also the stat should probably be renamed "Distress" and clarified that it signifies unhealthy stress, which tends to be COUNTERED by healthy stress (Eustress)

A character starts at 50 distress, and can lower it to 0 or it can be raised up to 300.

Distress causing activities should be rated by a DM as one of the following. The examples given are guidelines and a DM may change them.**

Irritating - 1d4 (spending a night outside without a bedroll)

Distressing - 2d4 (spending a minute swimming when afraid of water or a minute underground when claustrophobic)

Horrifying - 4d4 (Getting knocked unconcious by lethal damage*, failing a fear save)

Scarring - 8d4 (Dying and being raised, losing a familiar)

Soul Crushing - 16d4 (Permanently losing divine favor without being given a chance to redeem, spouse or child dying)

*Although this may seem like a regular occurance to a player, remember, when a character gets knocked unconcious he has no idea whether he is going to be saved or not.

** It should also be noted that activities one engages in on a regular basis will have less affect mentally, good or bad, on the person. Being knocked unconcious for example will have a less horrifying effect on a player after he has had it done several times and had his allies successfully raise him without trouble. He will suffer less because he trusts his allies.

Events that counter distress should be rated as follows by the DM:

Relaxing - 1d4 - (an hour spent meditating or praying beyond asking for spells, Eating a particularly fine meal)

Soothing - 2d4 - (Staying in a particularly fine inn while engaging in your favorite vice)

Therapeutic - 4d4 - (confessing a long held secret to a friend, accomplishing a short term goal)

Heartwarming - 8d4 - (Being awarded a medal by your country, saving a child's life)

Soul raising - 16d4 - (Getting married/having a child, accomplishing a lifetime goal)

Distress is also cured by time off and most especially sleep. Sleeping for 8 hours relieves 4 stress. Every hour after that relieves another 1 stress, but a character cannot sleep more than 12 hours a day. Every day spent in a non-stressfull environment (not engaging in any dangerous or very stressing activity) relieves another 4 stress.

The effects of stress are as follows:

Mentally healthy: A character who reduces his distress to 0 or lower recieves a +2 relaxation bonus to their next skill check or will save If the save is verse fear or skill check is concentration, they instead recieve a +3.

Skill penalties: A distressed character takes a minus on skill checks. This penalty is doubled for concentration. This penalty is -1 at 100 stress and -2 at 150 or higher.

Fatigue: A distressed character's state of mind beins to take a toll on him physically after a while. At 200 distress or higher, a character is considered fatigued at all times until the stress is relieved. Effects that would make him fatigued add no extra penalties, and do not make the character exhausted. However if any other effects after that make him exhausted, he is not immune to this.

Suggestibility: A distressed character becomes more succeptibly to mind effects. They take a minus on will saves. At 200 stress this minus is -1, at 250 stress it is -2.

Spellcasting: At 250 distress a caster must make a concentration check equal to 15 + spell level to successfully cast the spell. This is in addition to any other concentration checks that need to be made.

Losing your mind: If a character takes distress that causes his distress to be raised to a level of 300 (or more if it were possible) he suffers a temporary loss of his mental state. He acts as if under the confusion spell for 1 round. If the character becomes unconcious during the distressfull event, the round happens when he wakes up.

DMs: If you do not trust your players enough to keep up with their own stress you may keep track of it as well. If you do not wish to keep track and do not trust your players enough, you should not add this into your game. A good rule of thumb is if you dont trust your players enough to keep track of their own hit points, this is not a good addition. This is also not the best idea for a more Kick In the Door style of play. Also it is EXTREMELY important for a DM to remember that not all characters will be stressed or relieved by the same situations. An evil character wont be fazed by an ally dying, at least not as much, but he also wont get the benefit of relief when saving an innocents life. A ranger or druid will not have issues spending a night under the stars without a bedroll in the woods, but may have issue with spending the night in a city.


Is this easier to understand and better thought out than the original? It's now barely a page for a new stat, and I think the layout makes it easier to read and understand.
Sinaz

11-30-06, 05:24 PM
I just wouldn't want to roll 16d4... heh.
jaros

12-01-06, 10:37 AM
It takes 20d4 to reach Distress 100 (from starting 50), and players will use any opportunity to lower its level to something below 99. I mean, will your system do anything at all? Those -1 penalties on skill checks are ridiculous.

You could probably use standard conditions, such as shaken, sickened, nauseated to represent level of distress caused to creature.
High Octane

12-01-06, 01:40 PM
It takes 20d4 to reach Distress 100 (from starting 50), and players will use any opportunity to lower its level to something below 99. I mean, will your system do anything at all? Those -1 penalties on skill checks are ridiculous.

You could probably use standard conditions, such as shaken, sickened, nauseated to represent level of distress caused to creature.

If the players take the time to keep their character in good mental health why should they suffer penalties?

This is if they DONT.

It adds up. Especially if you get consistently knocked unconcious.