Sanity rules oversights [Archive] - Wizards Community

Post/Author/DateTimePost
Vanigo

02-19-04, 06:11 PM
I read through the sanity rules in UA, and I noticed a few strange things. Firstly, how do, say, devils use these rules? At the very least, they shouldn't take lose sanity for seeing each other. I suppose you could say that all evil outsiders are permanently insane already, but then what about celestials and the like? Also, what about creatures with 1 or 2 int?
Secondly, there are no rules for sanity loss or ranks in Knowledge: forbidden lore gained when you are brought back from the dead. That's a pretty significant oversight, in my book.
aldymnor

02-19-04, 06:40 PM
I'm gonna do an on-the-fly help for you, because I'm kind of lazy at the moment.

For the first one, just using intuition, I would use the "animal / humanoid" part of that one table for devils vs. devils. That way there's really no way they can go insane unless they see a gargantuan, very ugly devil. So when a devil sees a devil, just use the "humanoid" section. It makes sense.

Second one. Maybe the afterlife teaches you a thing or two about lore that mortals shouldn't know? PS: lesser restoration and restoration often restore insanity. Those are less powerful than the lowest raise the dead spell, so uh.. you're still better off not dying. Plus, when you get raised, don't you get all your ability damage absolved anyway? If that's true, then you should be able to just ignore other little setbacks like schizophrenia.
Thrudjelmer

02-19-04, 11:30 PM
Personally, I haven't liked the way memories and being brought back from the dead have been handled in the game yet (dating back to the Planescape setting's method of separating memories from souls when they become petitioners.

The way I look deal with it is that people generally don't remember their afterlife upon returning to life again... maybe a haze or indistinct white light at the end of the tunnel kind of experience.

I do, of course, allow a DC 20 Will save to remember some details of the afterlife upon being raised/resurrected. This allows even a 1st level commoner a slim chance to remember loved ones or a message from the other side... while those who possess great wisdom or experience (in this case, a good Will save modifier and/or high base Will save) are better prepared psychologically to deal with such knowledge and hold on to it easier.

No sanity rules need apply to the experience of dying and being brought back to life because if your mind cannot handle it (as determined by the Will save), it automatically blocks it out. Of course, in a campaign where resurrection magic was not likely, then I'd make it an issue once the character learns about his death and revival --even if he remembers nothing of it!
Vecna

02-20-04, 05:21 AM
Just an idea (I don't have UA).

If there is a table for sanity loss based on type, I'd say that creatures don't lose sanity from creature "less frightful" (that cause a lesser sanity loss).

This probably won't resolve Celestials vs Fiends, unless the former are immune from sanity loss.
Norhg

03-07-04, 04:03 PM
Less frightfull is good, as is changing the sanity loss table into being relative to the individual scarred's size.
NestroEmichae

03-07-04, 04:11 PM
Personally, I like the Call of Cthulhu way of dealing with this. Simply don't give devils a sanity score. You can't lose what you don't have.
Norhg

03-07-04, 04:15 PM
If devils are the scariest there is :D, they wouldn't be scared... That's my way of solving it.
Vanigo

03-07-04, 04:34 PM
Originally posted by NestroEmichae
Personally, I like the Call of Cthulhu way of dealing with this. Simply don't give devils a sanity score. You can't lose what you don't have. Sure, but what about celestials? Abberations? Magical beasts?