Author Topic: Taint fix WIP  (Read 2423 times)

Offline Drammor

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Taint fix WIP
« on: January 19, 2015, 12:25:30 AM »
I'm working out an overhaul of the overly complicated Taint system for a campaign setting. The setting presents a Prime Material world that has endured a near-apocalypse. 3 Elder Evils and the Far Realm are accidentally keeping one another at bay and have struck a balance, but not an accord. Several existing systems behave differently as a result, and characters can be corrupted due to exposure to certain setting elements.

Earlier today, it was suggested that I use the Taint system to represent that, but what I found when I read over it was a nightmare of tables, inscrutable point subsystems, random attributions, and fields of thinly fluffed arbitrary effects. It's a mess. The idea behind the system is cool, and thematically engaging. Personally, I found the execution lacking. A bit hard to understand, and reliant on excessive bookkeeping. We can do better, and I'm going to give it a shot. Here's what I have so far. It's going to be presented a bit laconically. It's just notes, after all.

Corruption
Acquired in points, for exposing yourself or being exposed to corrupting influences, like raw Far Realm garbage, Ragnorra's blood, Atropus's tears, or using Bad Soulmelds. Get enough Corruption, and you get Bad Things. Infirmities for Atropus, Mutations for Ragnorra, Psychoses for the Far Realm. Each Bad Thing has two tracks, so it's like this:

Infirmity Track A
Infirmity Track B
Mutation Track A
Mutation Track B
Psychosis Track A
Psychosis Track B

Characters have threshold for corruption. Base threshold is 10, plus Constitution mod. As long as a character's corruption is equal to or less than their threshold, nothing happens. When a character's corruption exceeds their threshold, they must make a save at the end of each day. For every 2 points a character's corruption exceeds their threshold, they suffer a -1 penalty to this save. Infirmity and Mutation something something Fort save. Psychosis something Will save. I have no idea how to best differentiate which bad thing type happens, since all corruption goes to the same pool and adding more pools is a bad idea.

On a failed save, the character gains Mild Bad Thing of their choice, lose all of their corruption and their threshold increases by 2. If the character exceeds their threshold and fails another save they gain Severe Bad Thing, lose their corruption, and their threshold increases by another 2. Repeating this process causes the character to gain the other track for that Bad Thing type.


Cleansing and Losing Corruption
Characters naturally lose corruption each day, similar to natural healing. 1 plus Con mod, minimum 1. A feat allows magical healing to cleanse corruption on a certain scale.

Heal, remove disease, restoration and greater restoration all help by reducing or eliminating existing Bad Thing levels. Heal skill can alleviate corruption from Atropus and Ragnorra, Lucid Dreaming can help with Far Realm corruption, but only with getting rid of points, not with losing Bad Thing levels.

Extranatural items, such as anything blessed by the Cerulean Sign, can absorb between 1 and 7 points of corruption before being degraded and useless. Soaking for a day in a Cerulean Spring sheds an additional 4 corruption points. Cerulean Sign amulets might be cuttings of young trees, vine bracelets, purified crystals... anything that embodies and emphasizes the purity of nature itself.

The Pure Soul feat equivalent comes at the end of a 3 or 4 feat tree. None of them are taxation, specifically, but it should take more than a single feat to buy out of this system. Corruption resistance comes in small numbers, but is as significant as saying you resist ability damage by point.



So... Con 15, threshold 12, recover 3 corruption per day... this makes it "safe" for your character to collect 3 corruption per day, but any more and you'd need Heal or Lucid Dreaming to stem its progress. If you get 13+ corruption, you need a daily save to avoid repercussions. This character's save is at -1 at 14, -2 at 16, et cetera.

How does that look? Better than the original Taint system? Any glaring issues? Suggestions?
[20:32] <DonQuixote> A POX UPON YOU ALL!
[20:32] <DonQuixote> YOU, J, FOR STEALING THE PURITY OF NORNS.
[20:32] <DonQuixote> YOU, DRAMMOR, FOR ENSNARING ME IN THIS FIENDISH PRISON.

Offline RobbyPants

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Re: Taint fix WIP
« Reply #1 on: January 19, 2015, 08:19:10 AM »
I have no idea how to best differentiate which bad thing type happens, since all corruption goes to the same pool and adding more pools is a bad idea.
Link it to what caused it.

If they gain points due to something disturbing, have it affect psychosis. If it's due to a more physical manifestation of corruption, have it affect mutation/infirmity. Also, I'm not sure you need to have the last two separated out, but I also haven't seen the tracks, so it might make more sense when I do.
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Offline Drammor

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Re: Taint fix WIP
« Reply #2 on: January 19, 2015, 10:33:35 AM »
Link it to what caused it.

If they gain points due to something disturbing, have it affect psychosis. If it's due to a more physical manifestation of corruption, have it affect mutation/infirmity. Also, I'm not sure you need to have the last two separated out, but I also haven't seen the tracks, so it might make more sense when I do.

My issue with this is that... say we've got an Incarnate 11 with 17 Con. Her corruption threshold is then 13. If she gets 7 corruption from a mutating source, and then 7 from a disturbing source, then does she gain a Psychosis bad thing or a Mutation bad thing? What if she gets 12 from a mutating source and 2 from a disturbing source?

Also yes, I haven't made the tracks yet. I only started this yesterday and I needed to sleep at some point. :P
[20:32] <DonQuixote> A POX UPON YOU ALL!
[20:32] <DonQuixote> YOU, J, FOR STEALING THE PURITY OF NORNS.
[20:32] <DonQuixote> YOU, DRAMMOR, FOR ENSNARING ME IN THIS FIENDISH PRISON.

Offline RobbyPants

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Re: Taint fix WIP
« Reply #3 on: January 19, 2015, 01:19:36 PM »
Link it to what caused it.

If they gain points due to something disturbing, have it affect psychosis. If it's due to a more physical manifestation of corruption, have it affect mutation/infirmity. Also, I'm not sure you need to have the last two separated out, but I also haven't seen the tracks, so it might make more sense when I do.

My issue with this is that... say we've got an Incarnate 11 with 17 Con. Her corruption threshold is then 13. If she gets 7 corruption from a mutating source, and then 7 from a disturbing source, then does she gain a Psychosis bad thing or a Mutation bad thing? What if she gets 12 from a mutating source and 2 from a disturbing source?
It would seem like you need separate pools, then.
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Offline Drammor

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Re: Taint fix WIP
« Reply #4 on: January 19, 2015, 02:04:28 PM »
Yeah, and that's my other stumbling block. Multiple pools requires more bookkeeping, and I want to keep it to a minimum. :-\ I'm hoping I'll be able to find a simple solution that satisfies both needs.

Hmm. Maybe something like a Wound system? Instead of building up corruption, characters get Resilience points, failing saves removes points, and running out of points results in infirmity, psychosis or mutation and a refill of points +1? This would make it easier to have multiple pools, although it is a step aside from the norm of DnD mechanics. 3.5 loves its abstract pools, after all.
« Last Edit: January 19, 2015, 03:00:10 PM by Drammor »
[20:32] <DonQuixote> A POX UPON YOU ALL!
[20:32] <DonQuixote> YOU, J, FOR STEALING THE PURITY OF NORNS.
[20:32] <DonQuixote> YOU, DRAMMOR, FOR ENSNARING ME IN THIS FIENDISH PRISON.