In my Ghost Mountain game, I’ve been playing with the sanity rules from Core. They’ve worked pretty well, but I’d like to roll sanity into the base HEARTS to have fewer things to keep track of. I read this post, and this quote from 5E:
“Hit points represent a combination of physical and mental durability, the will to live, and luck.”
This resonated with me, and got me thinking. What if Dying were just one type of Crisis, and the last hit that brought someone to 0 HP determined the type of Crisis they suffer? Here are some examples:
Enraged: for 1d6 ROUNDS, attack the closest living thing in melee. Roll a natural 20 to snap out of it with 1 HP. Allies can roll CHA to help you snap out of it. At the end of the timer, fall unconscious.
Terrified: for 1d6 ROUNDS, flee blindly by the most direct route. Roll a natural 20 to snap out of it with 1 HP. Allies can roll CHA to help you snap out of it. At the end of the timer, cower in a housing place until you are rescued.
Darkest Self: for 1d6 ROUNDS, have a bout of profound selfishness, pursuing your immediate goals to the detriment of all else. Roll a natural 20 to snap out of it with 1 HP. Allies can roll CHA to help you snap out of it. At the end of the timer, snap out of it with 1 HP, and broken trust. (this would work well in LOTR).
I’d like to playtest this soon. What do you think?