Hey people, I’m running the deluxe Doomvault map in my (just updated!) Exiles campaign finale over the next few weeks, and since this is going to be the LONGEST dungeon they are facing, i’m including some Darkest Dungeon sanity mechanics I created on my own.
Because the place is so large, they may begin feeling it affect them. The base number of sanity points, 20, adding wisdom and intelligence bonus, then subtracting a d6 if somewhat crazy already (that’s for our ranger who is currently best friends with a skull and nobody else) - half this total is the breaking point, causes them to gain a quirk. Sanity works like a mental health pool, so there also needs to be some way of regaining sanity (which is the reason for my thread). Quirks would remain, but at least you won’t go insane at 0.
(you’ll see what parasite points are about in the finale, don’t worry about that now)
Sanity rolls: you are looking to roll under your current sanity. If rolling above, you go catatonic for a round.
So, any ideas aside from resting that could give them some mental health back?