The Id DM's Stress Rules

Exploring long-forgotten passageways and starring down beasts with nothing buy your wits, equipment - and perhaps a bit of torchlight - is enough to make any hero mentally fatigued from the strain of adventuring. Stress allows all players to track how much mental anguish his or her player is suffering. The player's Stress level will rise and fall throughout the course of an encounter, delve, adventure and campaign.

Increasing Stress

Whether it is facing a hideous monster in a dank cavern or witnessing a companion walk into a dangerous trap, specific experiences during the course of an adventure will result in the character's Stress level increasing. The following examples result in an increase in the player character's Stress level.

Stress Increase Action Type
2d8 Receiving a critical hit from an enemy
2d6 Witnessing a companion hit by a critical hit from an enemy (within 20')
1d6+6 Experiencing a critical failure on an attack or skill check
1d6 + 2 Hearing or witnessing Stress-induced committed by companions (within 20')
1d6 Witnessing a critical failure by a companion on an attack or skill check (within 20')
2d8 Activating a trap
2d10 Falling more than 10'
10 Fleeing from combat
15 Witnessing a companions drop to 0 hit points (within 40')
25 Witnessing a companion die (within 40')
30 Dropping to 0 hit points

Decreasing Stress

Not all adventuring produces despair and woe! Certain actions can result in the character feeling more positive about his or her chances during a quest. The following examples result in a decrease in the player character's Stress level.

Stress Decrease Action Type
10 Disarming a trap
2d6 Witnessing a companion inflict a critical hit on an enemy in combat (within 20')
2d8 Inflicting a critical hit on an enemy in combat
2d10 Taking an extended rest in an unsafe environment
15 Killing a substantial enemy during combat
25 Sleeping in an Inn, Tavern, or Church

Afflictions

Characters that reach 100 points of Stress damage immediately develop an Affliction, which represents the mental strain and difficulty his or her character is experiencing. Afflictions can be given by the Dungeon Master by choice or role on the following table to assign one once a player character reaches a Stress level of 100. Afflictions can be removed only when the character is able to take an extended rest in a civilized area or through the actions of a non-playable character, such as a sage or healer.

Affliction d100
Abusive 0 -14
Fearful 15 - 29
Hopeless 30 - 44
Irrational 45 - 59
Masochistic 60 - 74
Paranoid 75 - 89
Selfish 90 -100

Roleplaying Stress

Players should be encouraged to act out their characters blossoming Stress level as a routine part of his or her character's actions until the Stress level is back under 100 and the Affliction has been cured. During each round of combat or skill checks, the player must make a saving throw to determine if they behave according to their Affliction. A failed saving throw results in the player's character behaving in accordance with his or her Affliction as demonstrated in the table below. For example, Emily is playing the Rogue, Nella. During the course of an adventure, Nella has be exposed to numerous sources of stress and last round peaked over 100 Stress for the first time. The Dungeon Master assigned her the Hopeless Affliction. During Nella's next turn to act, she rolls a saving throw and the result is an 8, which means she must succumb to the effects of the Hopeless Affliction. During her turn, Emily roleplays the hopelessness by exclaiming, "We're never going to make it out of here alive. We're all doomed!" Any companions within 20' must suffer 1d6+2 Stress damage. The Dungeon Master may decide if certain Afflictions call for Disadvantage on specific attack rolls.

Affliction Behaviors
Affliction Character Behaviors
Abusive Starts to make hostile comments to companions, which increase their Stress
Fearful May pass turns during combat or move away from enemies during combat
Hopeless Does not believe companions will succeed, increases companions' Stress, and may attack self
Irrational Speaks nonsense, which increases companions' Stress
Masochistic Enjoys pain, may move toward closest enemy, reject healing, or attack self
Paranoid May pass turns or reject healing
Selfish May steal treasure whenever it is found
Stress Management!

Create other sources of Stress for players as they traverse the world, such as specific monsters attacks and abilities in addition to environmental effects and auras. Stress can also increase during non-combat encounters such as tense negotiations or becoming lost in the wilderness.