A Walk in the Dark A look in to the mind of an RPG designer

      

18Apr/11Off

Open Call for DnD-based Monopoly Design Ideas

DnD-opoly ...or Dungeonopoly ...or Dragonopoly ...or whatever we decide to call it ...It's time to actually consider it.

Today I received another email from Hasbro in which they provided the physical mailing address to their legal department and to the representative that I have to submit the concept to. They are taking this far more seriously than I had ever intended.

I must be insane thinking about this... but I can't help it! I want this game myself!

I've been doing a little more research in to this and have discovered one thing: the game of Monopoly is public domain, so if you're going to create a game of Monopoly based on anything you like, odds are Hasbro isn't going to be the one to sue you. That is, unless you cross the line and do things like using the Monopoly registered trademark, use the Uncle Pennybags artwork, or brand it with the Hasbro logo... Those are blatant copyright issues above and beyond simply taking the mechanics of the game.

So the concern here moves away from Hasbro and focuses on Wizards of the Coast. From a legal standpoint, I'm not sure what the rules are. I would look at the OGL and the 4e GSL (which prohibits "interactive products"... so it depends on whether a board game qualifies as "interactive"), but we're not planning on using the 4e mechanic on this board game. In essence, we intend to use names of places, creatures and the like... We don't want to use the game engine, we want to use those iconic elements in D&D that define the setting.

Using that type of content is most definitely a legal issue because it falls under "intellectual property". From a legal sense, it's not much different than me trying to create a campaign setting and calling it "Greyhawk" or "Blackmoor"... Wizards of the Coast would most certainly drop the legal anvil on me if I tried that. Let me put it another way: I know it already exists, but if you attempted to create a Star Wars themed Monopoly game, LucasArts would sue me in to the Stone Age.

But what's curious is that Hasbro has yet to say "hell no." They actually *want* me to submit my concept. And I'd hate to disappoint... I don't want to send them a one page summary. I want an idea of exactly what we want, so we can be well aware of the legal hurdles we will need to overcome if it ever gets that far.

There's one problem: I'm not a D&D expert! I'm great when it comes to the game mechanics, but when it comes to the history and geography surrounding the multitude of different campaign settings in the D&D universe, I'm nowhere near being knowledgeable enough to pull this off on my own.

And that's not even mentioning that I *don't* want to do this alone. This concept was born from a Twitter conversation, propagated by fans of the game. If this happens, it won't be because of me... It will be because of all of us.

So I need your help, and here are the areas I need it the most:

  • In order to make this a bankable product that lots of people can enjoy, I'm thinking - very reluctantly, mind you - that it should be mostly centered around the 4e campaign settings. Creating a version of Monopoly based on past editions - although a very cool concept for those of us that have spent decades playing - would be lost on the modern crowd.
  • I would consider pitching two versions of this game: (1) the "basic" version of the game, which uses the rules of Monopoly with zero modifications and only consists of changing the content, and (2) an "enhanced" version in which we may be able to work in some D&D themed game mechanics. The problem I have with #2 above is that doing so takes one step closer to the existing board games Wizards of the Coast already has, and the last thing I want to do is create a competing product. And I don't know how Hasbro would feel if we create a game that is close to not being Monopoly any more.
  • I don't know what to do about currency. Paper money is so un-D&D-like. I thought about using the copper/silver/gold/platinum mechanic where each tier is 10x the one before it, but it would be absurd to count off all those copper pieces during a game.
  • The game will continue to use 2d6s. I thought of 1d12, but not only does that mess up probability but you lose the "roll again on doubles" feature. For the "enhanced" version mentioned above, I'd consider including a d20 and finding some sort of use for it.
  • The biggest hurdle I have is geography...
    • Off the top of my head, I can't think of more than half a dozen cities and locations for the game board; we need twenty-two.
    • We need all the properties reasonably organized in terms of their worth; from Hommlet to Greyhawk, they must span the spectrum of being cheap to being lavish.
    • The properties should be in groups that make sense. For the record, here are the color groups on a traditional Monopoly board, from cheapest to most expensive, along with their original games in Monopoly:
      • Purple: Two properties (Mediterranean Avenue, Baltic Avenue)
      • Cyan: Three properties (Oriental Avenue, Vermont Avenue, Connecticut Avenue)
      • Purple: Three properties (St. Charles Place, States Avenue, Virginia Avenue)
      • Orange: Three properties (St. James Place, Tennessee Avenue, New York Avenue)
      • Red: Three properties (Kentucky Avenue, Indiana Avenue, Illinois Avenue)
      • Yellow: Three properties (Atlantic Avenue, Ventnor Avenue, Marvin Gardens)
      • Green: Three properties (Pacific Avenue, North Carolina Avenue, Pennsylvania Avenue)
      • Blue: Two properties (Park Place, Boardwalk)
  • In addition to the properties, we also have:
    • Four railroads (Reading Railroad, Pennsylvania Railroad, B&O Railroad, Short Line)
    • Electric Company
    • Water Works
    • Free Parking
    • Income Tax
    • Luxury Tax
  • I am assuming that Jail, Chance and Community Chest could remain named as such.
  • Monopoly has a ton of cards for Chance and Community Chest. I can't document them all here, but I think we should consider alternate wording for some of them. NOTE: at least in the "basic" version, we should not change the effect of the card.
  • Instead of houses and hotels, I would consider something like hovels and castles/keeps.
  • We need tokens. There are a total of twelve tokens in the standard Monopoly set. I would suggest making a mix of the traditional player classes (fighter, cleric, mage, ranger, etc...) and the iconic D&D monsters (beholder, orc, goblin, skeleton, etc...). I would avoid using a dragon because everyone would fight for it, and I would also avoid using tokens that are so similar they can't be told apart ("Is that a goblin or a kobold?" ... "Is that a fighter or a paladin?").
  • Artwork will be a BIG issue, but we'll deal with that somehow.

So I'd like to hear your input. If you have ideas on what some of the above should be like, speak up with a comment below or through email to dflor@brainclouds.net.

Quite honestly, I see no way in hell that they'll go for this, but you can't blame me for trying. If a miracle happens and they do provide the go ahead, I would consider creating a Kickstarter fundraiser in order to acquire funds to design, develop and produce the game in full. I'm not doing this for personal profit; I just want the game!

So what do you think, guys?

14Apr/11Off

Underwhelming Odds

When I first picked up the D&D 4e rulebooks and began designing my campaign, my DMG was opened several times to the "Encounter Level" chart in order to determine what my XP budget was, and I was using that as a basis for all the encounters I put together. After all, this was the sort of thing severely lacking in previous editions, and Wizards of the Coast must have gone through the motions of balancing both sides to a conflict... They must know what they're doing to come up with these numbers... right?

As the first group in the campaign I'm currently running approaches their fourth level and the end of the first act, I look at MasterPlan and see every other box is in bright red, as if MasterPlan is telling me "are you insane?!? This encounter will crush the party in to gibs! TPK! TPK! For god's sake, man... TPK!!!"

Why is that? Because the current party, when presented an encounter equal or even one level higher than their own, plows through them as if they weren't even there. An army of minions? No problem! A dozen or more kobolds/goblins/small nuisances? Piece of cake! A solo monster two levels higher than the rest of them? Child's play! It was brutal, but not for the players. Even the "hard" encounters didn't last more than two or three rounds, and it usually ended up with only one player or two injured. It feels like they're never bloodied.

I thought something was wrong... this wasn't the way it was supposed to be, right? Granted, some of the problems were actual design issues (my solo "boss" wasn't properly designed, for example), but that couldn't have been the case always. "Maybe it was the dice's fault... Yeah, that's it..." (admittedly, there were some really bad die rolls on behalf of the monsters), but to compensate I found myself adding monsters, traps, or something more to the mix to make it feel like more of a challenge. For example, going on the mathematics alone, at least one non-boss encounter ended up being five levels higher than the party.

The second group to run the campaign had a little more difficulty. The encounters were virtually the same, but they weren't getting off so easily. We recently finished an encounter that would qualify as "hard" (in terms of the XP allowance) and almost every party member (even two NPC allies) got bloodied. I fear that if I throw the same Level+5 encounter at them, it will be a soul crushing defeat.

At the table you can adapt to this; if the party is having it easy, throw some more at them. If the party is having trouble, you can throw some allies in to the mix, or take some monsters away, or even fudge the dice in the player's favor. But I'm designing a campaign for physical distribution... I don't have that luxury, do I?

So I'm forced to create my encounters using the formula the DMG provides because those numbers theoretically define what the expected difficulty should be for an "average" party. In the back of my mind I can't help but think the encounter is too easy, but I can't beef the encounter up at will because I have no idea the ability of the party facing it. An encounter I consider "easy" could be devastating when thrown against a party with a different makeup or a different level of experience.

I can't blame the dice. To me, dice in a DM's hand are sometimes optional... the DM can ultimately overrule them anyway, so he could technically decide hits and misses based on what best fits the story (NOTE: Whenever I have overruled my own dice rolls, it has always been in favor of the party; I don't make it worse for the players just because I feel like it). If the DM wants the party to squeak out of the encounter by their fingernails, he could easily do that without rolling a single die. Sure the players get to roll on their own, and the DM has no say over those results, but he could most certainly compensate by downgrading a monster attack roll or two.

I realize now that one of the important aspects in module design isn't necessarily difficulty but entertainment. Unless I'm making something "fourthcore", I kind of have to go by the recommendations because they are the norm. If the end result is a pushover for the party, or if the party is getting hammered to the brink of death, I have to have a certain degree of trust in the DM running the campaign to make up for that.

As part of my campaign, I've considered adding a section to each encounter or scene describing how to make it "harder" or "easier". I've seen some modules describe how to adjust the difficulty in cases where there are more or less players ("if four players, do this..." "If six, do this..."), but the ones I've seen have provided very general recommendations at the beginning of the module, not on a per encounter basis. And most modules don't discuss the topic at all, expecting the DM to figure that sort of thing out as he goes. The way I see it, I either have faith in the DMs to compensate or release two versions: a seemingly wimpy (at least to me), by-the-book module and a Fourthcore "no, seriously, everyone's gonna die" version.

I guess it all boils down to playtesting. I'm currently running the campaign in three groups, but I do admit they are all "play by post"; I have not tried any part of my campaign with a live audience. One of these days I should run it in person, but I haven't DM-ed a live game in almost two decades.

Also, before I DM one of my own, I feel I need to play a lot more. A lot of people find that somewhat puzzling... It was the same problem when I was doing video game design, writing The Opera (total conversion for Half-Life). When I told people "I don't have time to play games, I'm too busy writing them!" they thought I was joking, but it's the honest truth. Hopefully I'll remedy this concern soon.

Time will tell.

3Apr/11Off

Gamma World and the Great Legal Unknown

I have recently completed a Gamma World "delve" (5 encounters) tentatively titled Fire From the Sky, and am considering making arrangements as far as distribution.

Part of me wants to send it to Wizards of the Coast for possible publication in Dragon or Dungeon, not because of the money but because it would be a rather cool experience to see something with my name on it appear in a WotC publication (I use the term "publication" loosely). But I'm hesitant in doing this because they kind of demand exclusivity; it will be released once, and only once, and I will get only one paycheck as a result (and, by my calculations, it's not that big of a paycheck either: six cents a word, I believe). They will "own" it from then on, and I will be relegated to simply saying "yeah, I wrote that"... which is rather cool in its own way, but still.

The other option I'm considering is a non-exclusive distribution through DriveThruRPG, throwing it up there for a buck or two in the same fashion as many other people have already done. But before I do this, there's one obstacle to overcome: the 4e GSL.

You see, when you want to publish D&D 4e content, the rules are pretty cut and dry if you follow the Dungeons and Dragons 4th Edition Game System License. This consists of a few things:

  1. Filling out and sending them the "Statement of Acceptance", agreeing to abide by their publication guidelines.
  2. Include some legal text in the publication, with very specific size and positioning requirements (see sections 5.2 and 5.3 of the Game System License document).
  3. Follow all the rules of the 4e System Reference Document, which details what source material you can and cannot use (for example, I cannot republish a monster stat block from any monster in any core manual; essentially I can only say "see Monster Manual") as well as guidelines for the presentation of new material.
  4. Include the GSL Logo.

But the problem is that all the above relates specifically to the Dungeons and Dragons mechanic. What about Gamma World?

If you look at the above logo, you will see the following text:

Requires the use of the D&D Player’s HandbookMonster Manual,® and Dungeon Master’s Guide® Player’s Handbook® 2, Monster Manual® 2, Adventurer’s Vault™ core rulebooks, available from Wizards of the Coast, LLC

Unless players are expected to buy all these books in order to play Gamma World, that obviously doesn't apply.

I asked Wizards of the Coast (through their support site) about the existence of a Gamma World SRD, and this is the first response I got:

Thanks for the question! The Game System License applies to any d20 system. This does include Gamma World. Unfortunately, we are unable to provide any more information on the GSL than what appears on the relevant website here: http://www.wizards.com/d20.

After I tried to explain that the text and logo they are expecting me to include doesn't apparently apply to Gamma World, I got this:

If you are in need of further assistance on this matter you would need to contact our legal team at the below address.

Wizards of the Coast
Attn: Legal
PO Box 707
Renton, WA 98057-0707

Uh... OK then. No email address? As usual, lawyers make us sometimes feel like we're in the Stone Age.

Another reason for this confusion is that the Gamma World Rulebook not only has the "D&D" logo on the front and back covers but, throughout the book, the game is explicitly referred to as "D&D Gamma World". So is it D&D or not? The mechanic stands alone, and one doesn't need any of the D&D core rulebooks in order to run a game (they certainly help in terms of experience, but they're not a requirement).

So, despite it being done, I can't publish the module yet. Putting all the above on the 2nd page of the module just to comply legally doesn't feel right when I know that the content they're asking me to put in simply doesn't apply.

Does this mean that I'm not authorized to publish Gamma World content at all? Am I spinning my wheels here, borderline oblivious to the fact that I'm not supposed to be doing what I do?

The first draft of Fire From the Sky is complete and is in the hands of an "elite few" that are proofreading it and making sure I didn't do something horribly wrong with the Gamma World mechanic. Once they give it their blessing and I can resolve some of the questions posted above, it will be unleashed upon the masses.

If the legal ramifications continue to be unclear, I might end up submitting it to WotC just to avoid any problems. If they accept it, yay! If not, at least some time will go by while I sort all this out.

We'll see how things go. But I promise you'll get it sooner or later.

2Apr/11Off

Critical Effects

One of the biggest complaints I had about D&D 4e is that a "critical hit" didn't really mean as much as they use to, and many people that discussed the topic missed the ways it was done in the past. In 4e a "critical" usually means not much more than "max damage", and "max damage" wasn't much different than being lucky on die rolls. I mean, a dagger would roll "max damage" 25% of the time as it is... That hardly seemed like anything special or dramatic.

I know that, as levels progress and magic weapons become more readily available, the damage and effects do add up. In one of the campaigns I'm running I'm playing a goliath tempest fighter that, when he crits, has a boatload of damage and effects piled on to the maximum damage. When he critical hits, he causes:

  • Maximum damage on the main weapon (2d6 +17 = 29 damage)
  • +4d6 damage on the main weapon, +4d8 if I have combat advantage (Chainreach Short Sword +4)
  • +2d6 with Executioner's Bracers
  • +1d10 with Devastating Critical feat
  • Gains Resist 10 all until the end of his next turn
  • If the critical hit is with the main hand, gets an attack with the off-hand as a free action.

So damage on an MBA rockets up from a mere 19-29 hit points of damage to a bone crushing 36-83 damage on a critical hit (plus an additional attack with the off-hand), almost three times as much. Then again, he was designed for this sort of thing; I don't imagine the "average" character being able to do that much.

That character is level 23, however; he's already working through his epic destiny. What about a character that's level one? Shouldn't rolling a natural 20 be something special regardless of your experience, above and beyond being lucky on the damage roll?

And there's another issue: what if the attack roll isn't a damaging roll? In one of the online campaigns I'm running we have an invoker that likes to use Whispers of Defeat every chance he gets. It gets an attack roll (Wisdom vs Will) but it doesn't actually cause any damage. Rolling a natural 20 on that means absolutely nothing, and I'm not even sure if the magic weapon damage bonus applies to that sort of attack.

So while looking around the 'net I found a "Critical Effect Chart" that seems to satisfy most of the issues. Here is the one I am currently using:

Critical Hit Effect: Roll a d20

1-2: Target deafened until end of target's next turn (-10 to Perception checks).
3-4: Target weakened until end of target's next turn (half damage against all targets).
5-6: Target blinded until end of target's next turn (everything has concealment, -5 to basic attacks).
7-8: Target slowed until end of target's next turn (movement speed reduced to 2).
9-10: Target pushed 1 square and knocked prone; attacker can shift 1 square as immediate reaction.
11-12: Attacker makes another melee or ranged basic attack against target as a free action.
13-14: Attacker gains 3 temporary hit points for each tier (+3 THP in Heroic tier, +6 THP in Paragon tier, +9 THP in Epic tier).
15-16: Target dazed until end of target's next turn (only one action, move, minor or standard).
17-18: Target is bleeding (ongoing 5 damage, save ends).
19: Target is stunned until end of target's next turn (no actions).
20: Attacker adds extra 1w (2w for Paragon tier, 3w for Epic tier) to the damage total.

I apply the above to ANY "attack roll", so a natural 20 on Whispers of Defeat still has the possibility of causing some more lasting effects. Also note that this is meant to be in addition to the documented rules: weapons still do maximum damage and magic weapons and implements still do additional damage due to their enchantment.

In the above chart, if the creature rolls another 20 and the source of the attack doesn't have an explicit "W" defined, use the attack's base die, multiplying x2 for Paragon tier and x3 for Epic tier. For example, a warlock's Eldritch Blast would cause an additional 1d10 per tier.

The blog also contains a "Critical Miss" chart. I considered it at first, but after discussing it with my players I elected not to use it. Reason? I think it's too much. We're talking about seasoned adventurers here, and I just don't feel that they're going to go all Keystone Kops 5% of the times they make an attack roll (the odds are even higher for burst effects). When a monster critically misses, it's DM's choice whether to turn it in to a bumbling idiot - I have had undead trip over themselves and bandits fire arrows in to the backs of their allies because of a critical miss - but I don't think the players should ever be that stupid.

All in all, it works out real well. Players get excited when they have to roll for the critical effect, even during the first encounter of a level 1 campaign.

Filed under: 4e, Campaign, DnD, Mechanics No Comments
25Mar/11Off

Crazy People Need Love Too

Ever since I saw someone post the question on Twitter I've been thinking about it: how would you treat insanity in D&D 4e?

In order to consider this concept, I of course had to go to the one true source of all things insane... Call of Cthulhu. If you're not familiar, in CoC you have a pool of "Sanity Points", and depending on what you experience during the adventure (by "encountering the unimaginable") you will periodically lose points here and there. When you drop to zero, you are temporarily insane. When you drop to -10 or lower, you become "incurably insane" and you get a nice rubber room at the Arkham Sanitarium.

Before we start to consider what "going insane" might be, there's the need to point something out: not being in control of one's own faculties - even in real life - is not fun. In D&D, besides death the two most annoying and boring effects are "dominated" and "stunned" because they prevent you from doing anything. You can't even roleplay them well most of the time because there isn't anything you can do about the condition. This problem could also be said of a number of effects in previous versions, but at least in those you can kind of play it out for theatric's sake; if your group's meat shield freaks out over a fear effect and begins to run away at full speed, that player has the option of playing it out so long as he's aware of the things he's not allowed to do while suffering the effect. When you're "stunned", you can't do anything besides make a saving throw at the end of your turn. Whee...

So I thought of creating a 4e insanity system that will impose some guidelines on the player, detailing what he's going to do in a given turn in the most general of sense, but it will still allow the player to stylize it in any way he sees fit. Because, let's be honest, it's kind of fun to play a complete wacko every now and then.

Becoming Certifiably Insane

I considered using something like the aforementioned "Sanity Points", but let's face it: this is not Call of Cthulhu... We're not dealing with John Q. Public here, but seasoned adventurers that have seen their share of bad things. Imagine how D&D would be if every adventurer freaked out and ran away at the first sight of a skeleton walking towards them.

Exposure to this could be in any way that a disease could be spread: creature's attack, trap, exposure to something in the environment, etc... It could even come from drugs or poisons that occur naturally.

Levels of Insanity

When I use the word "insane" I'm talking about potentially long term effect. A "dominated" effect may not last more than a handful of seconds (six seconds between each save if you go by the general guideline on how long a turn is). I'm thinking of something more dramatic, more long term, and something that could both be be remedied or get progressively worse. That sounds like a disease, doesn't it?

And there are multiple levels of insanity. Having an argument with oneself or laughing uncontrollably is one thing, while smashing an ally with a broadsword or taking off all your clothes is something else. One doesn't go from mild mannered adventure to "bat-s%@! crazy" that easily.

So I have come up with two separate lists: "minor side effects" and "major effects". Minors are superficial things that affect the target's ability to function like a normal person. Major effects are things that directly affect everyone around him with disastrous results.

Insanity - Disease, Variable level

Stage 0: The target is cured of all effects.

Stage 1 (Initial Effect): The target takes a -2 penalty to Will defense and has one Minor Side Effect (see table below).

Stage 2: The target takes a -2 penalty to all defenses and has one more Minor Side Effect.

Stage 3: The target takes a -4 penalty to all defenses, has one more Minor Side Effects and has one Major Effect (see table below).

Special: Every time the target fails to improve from Stage 3, it gains one more Minor Side Effect and re-roll the Major Effect.

So by the time the target reaches Stage 3, assuming they didn't do any secondary rolls on the tables, they will potentially have three minors and one major. In other words, they're really messed up.

Every time the target improves take away one effect, starting with the Major Effects.

Minor Side Effects

Note: If the result is an effect the target already has, do not re-roll.

Roll a d20:

  1. Target has uncontrolled laughter, takes a -5 penalty to all Stealth checks.
  2. Target has a nervous facial tick, takes a -2 penalty to all Charisma-based skill checks except Intimidate.
  3. Target talks to himself, takes a -2 penalty to all Stealth checks.
  4. Target has a normal conversation with someone who is imaginary, takes a -2 penalty to all Stealth checks.
  5. Target argues loudly with himself, takes a -4 penalty to all Stealth checks. Gains +1 to all Intimidate checks.
  6. Target has an argument with someone who is imaginary, takes a -4 penalty to all Stealth checks. Gains +1 to all Intimidate checks.
  7. Target periodically repeats out loud what someone else within hearing distance has said, even if the original speaker whispered it. Whenever the target does, it takes a -4 penalty to Stealth checks until the start of its next turn.
  8. Target has periodic outbursts (crying, anger, hysterics, incessant ranting, mumbling, etc...). The effects of these outbursts is up to the GM's discretion.
  9. Target begins to have delusions or sees an altered reality, takes a -4 penalty to Perception and Insight checks.
  10. Target has an unnatural fear of germs. Will refuse to touch anything that isn't his until it has been cleaned thoroughly.
  11. Target acquires a major physical tick or mannerism,. Takes a -2 penalty to Fortitude defense, +1 bonus to Reflex defense, and -2 penalty to all attacks that do not target Will defense.
  12. Target has acquired a moderate phobia of any single object or creature within sight. The player can choose the item at his discretion with GM's approval.
  13. Target periodically shouts at the top of his lungs. At the start of each turn roll a d20; on a roll of 1-5, the target screams loudly and takes a -5 penalty to Stealth checks until the start of its next turn.
  14. Target is somewhat unsure of himself and hesitates before doing anything, takes a -5 penalty to all Initiative rolls. At the start of an encounter, if there is a surprise round the character will always be surprised.
  15. Target periodically drops his weapon. Roll a d10 at the start of each of the target's turn; on a 1, the target will drop whatever he is holding in his main or off hand (in that order).
  16. Target zones out periodically. Roll a d12 at the start of each of the target's turn; on a 1, the target is effectively stunned until the start of its next turn.
  17. Target has an obsessive infatuation with another party member (even a party member of the same gender), will do anything to stay near them and win their affection. If the target is more than 5 squares away from the other party member at the start of their turn, they must take at least one move action that moves them closer. If any creature attacks the other party member, the target gains a +2 to the attack roll against the creature until the start of the target's next turn.
  18. Target has an intense hatred of another party member, will go against any actions or decisions that player makes. If any creature attacks the other party member, the target takes a -2 penalty to attacks against that creature until the start of its next turn.
  19. Target has an obsessive attachment to an item within sight will be unable to function properly without holding it or having it on his person. While the target does not have the item in his possession, it takes a -5 penalty to all d20 rolls. The player can choose the item at his discretion with GM's approval.
  20. Roll on the "Major Effects" table below instead.

Major Effects

Note: If the result is an effect the target already has, do not re-roll.

Roll a d20:

  1. Each time the target is bloodied in an encounter, it falls unconscious (save ends) and prone. An adjacent creature can use a Standard Action to shake them awake, and the target will wake up automatically as soon as it takes any damage.
  2. Target has psychosomatic deafness. Every time a noise that he should be able to hear is made, roll a d6; on a roll of 1-5, the target doesn't hear the sound at all. The volume of the sound has no impact on the roll.
  3. Target develops an obsessive eating disorder. Will immediately consume any and all food available in a given area, including any food in his own backpack. If it does not eat every ten minutes, the target is slowed (move speed of 2) until it does.
  4. Target has terrifying fear of danger, at the start of the encounter will flee hysterically in a random direction until it is more than 20 squares from danger. Can not take any actions besides a double run: two move actions, each with move speed +2, grants combat advantage, and can be targeted with opportunity attacks.
  5. Target has acquired an intense phobia of any single object or creature within sight, as determined by the GM. Target will refuse to come within 10 squares of the object in question, and if he is unable to move more than 10 squares away in a given turn he is stunned until the start of his next turn.
  6. Target has extreme paranoia, is afraid that even his allies are going to turn on him. If an ally uses a power that would allow the target to make an attack, the target ignores the action.
  7. Target drops all weapons and removes all equipment, refusing to wear any of it until cured.
  8. Target loses the ability to communicate through speech or writing. Anyone attempting to communicate telepathically with the target must make an Intelligence vs Will attack roll against the target in order to get through.
  9. Target cannot take any actions of his own and will preform melee basic attacks on themselves until they are subdued or unconscious. If they do not have a weapon, they will make unarmed attacks with their fists.
  10. Every turn the target does not make an attack roll, it risks falling asleep while standing. Make a saving throw at the end of the turn; if the save fails, the target falls asleep (save ends) while standing in an upright position. An adjacent creature can use a Standard Action to shake them awake, and the target will wake up automatically as soon as it takes any damage.
  11. Target cannot take any actions of his own and will attack any and all creatures at random within 10 squares with basic attacks until subdued. Each attack takes a -2 penalty to the attack roll, and each melee attack gains a +2 bonus to the damage roll.
  12. Target has selective amnesia. When the target attempts to use a daily or encounter power, make a saving throw before casting; on a failure, the target forgets how to do the action and the power is spent.
  13. Target cannot take any actions of his own and will attack the single nearest creature repeatedly until that creature is dead or the target is subdued. Each attack takes a -2 penalty to the attack roll, and each melee attack gains a +2 bonus to the damage roll. If he does not have a weapon, he will make unarmed attacks with his bare hands.
  14. Target has psychosomatic blindness, is treated as being completely blind until cured.
  15. Target has "Alien Hand Syndrome". The GM rolls a d20 to determine which hand; on a roll of 1-10 it's the main hand, on a roll of 11-20 it's the off-hand. The target can not take any actions of his own with that hand, and the hand's actions are completely dictated by the GM. Target cannot benefit from any bonuses related to having something in both hands (AC bonus for having a shield, Two Weapon Defense, powers that require a weapon in each hand, etc...).
  16. Target becomes a cannibal, electing to eat the flesh of any dead bodies the party encounters. At the GM's discretion this may expose the target to any number of different diseases.
  17. Target crawls in to a fetal position and begins to cry or mumble. Target is aware of their surroundings and can talk to others but is prone, helpless and cannot take any actions of their own until cured.
  18. Target is catatonic. Is awake but is helpless, cannot take any actions of their own until cured.
  19. Roll twice on the "Minor Side Effect" table.
  20. Roll once on the "Minor Side Effect" table and re-roll on the "Major Effect" table.

The above list is moderately inspired by the "Sanity" variant rules in the D20 SRD.

In addition to the obvious effects listed above, this gives the player some artistic liberty in terms of roleplaying. I myself have played a character with an intense phobia of something (cats) in the past, and that led to some rather interesting situations in game; the character might not have been the most tactically sound person when it came to having an encounter with a tiger, but it sure was entertaining.

It was actually quite difficult to come up with two lists of 20 items, and I'm sure some of the above are flawed and I missed quite a few things. I admit I didn't give it that much thought because I wanted this to be posted and start getting feedback.

So what do you all think?

3: Target has a nervous facial tick, takes a -1 penalty to all Charisma-based skill checks.

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