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IDProjectCategoryView StatusLast Update
0012843Open Gaming Network[All Projects] Generalpublic2016-03-10 00:00
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PrioritynormalSeverityminorReproducibilityhave not tried
Status confirmedResolutionopen 
Product Version 
Target VersionFixed in Version 
Summary0012843: Certain glossary terms should be included. The specific example I would like to point out is the frightened or panicked conditio
DescriptionAutomated import from Google spreadsheet.
Certain glossary terms should be included. The specific example I would like to point out is the frightened or panicked conditions miss an important point that is in the Fear Glossary term. "Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want." from the core rule book glossary.

If one were to read the spell cause fear and then the panicked or frightened condition one would conclude that the target of remove fear would run for the duration of the spell but that is not the case as one can see from reading the Fear Glossary Term "Fear
Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.

Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).

Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can, dropping whatever they are holding. Other than running away from the source, their paths are random. They flee from all other dangers that confront them rather than facing those dangers. Once they are out of sight (or hearing) of any source of danger, they can act as they want. Panicked characters cower if they are prevented from fleeing.

Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead."



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2018-02-18 23:30

developer   ~0001541

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Date Modified Username Field Change
2018-02-18 23:30 matt New Issue
2018-02-18 23:30 matt Note Added: 0001541