Post by Malcadon on Nov 22, 2015 4:53:54 GMT
Here are some ideas for saving throws...
This rule works like how Wisdom modifies saving throws against magical effects, but expands it in include Constitution and Dexterity, using the same adjustments as Wisdom.
Here are the core adjustments to each ability:
And here is what each ability effects:
Normally, BtB, the player applies adjustments to the die throw, but as an alternative measure, the player can adjust the saving throw numbers themselves. To do this, low ability scores adds to the number, while high scores lowers the number. For example, a 6th level Cleric with a Wisdom score of 17 lowers his save vs spells score from 12 to 10. This rule is make rolling save quick, so all you have to do is roll the number or higher, without the added effort of adjusting the die. Its minor, but slightly practical.
Old-school saving throws always felt limited in scope, and too chunky when writing everything out. Without using the 3e Ref/Fort/Will system, this is how one could make saves more all encompassing, with abilities adjustments (as above) to keep the thresholds form being too static.
Poison or Death Ray
(Paralyzation, Poison, or Death Magic in AD&D)
I typically call this save score "Poison" and list it as an effect that effects one's health and well-being. This includes: drugs, diseases, poisons, toxins, and magic that could kill a person outright. Do to the effect on the body, I have Constitution effect this ability.
Magic Wand
(Rod, Staff or Wand in AD&D)
I call this save score "Device" and use it like it AD&D, where it applies to rods, staves, wands, and any other magical or technological device. Do to how one physically avoids such effects, I have dexterity effect this save. If characters are actively avoiding attacks by spending the round dodging instead of fighting, they can save vs device to dodge the attacks (they also get a +2 bonus to AC).
Do to how I use Mutant Future rules, I also use this score to resist the effects of radiation, the corruption of evil/demonic energy, The Colour Out of Space and so on. In this case, it is a Constitution-based save.
If the "device" controls someone mentally, then it becomes a Wisdom-based save. This works like "Mind Control" (see below), but with a more forgiving threshold.
Turn to Stone or Paralysis
(Petrification or Polymorph in AD&D)
I call this save score "Stone" as a shorthand term, or even "Stun" in some cases (based on the Mutant Future rules). Basically, this deals with effects that effect entire body at once. This includes: paralysis, petrification and polymorph. Do to the effect on the body, I have Constitution effect this ability.
Dragon Breath
(Breath Weapon in AD&D)
I call this save score "Blast" to remind players that this covers effects akin to a live grenade. (Although, Mutant Future calls this an "Energy" save.) Just like the many breath weapons used by dragons, this covers any "area of effect" attack, like explosives, firebombs, flamethrowers, artillery bombardment, gas clouds, lightning strikes, acid/chemical sprays, and so on. This is used to avoid the full effects of an attack that impacts a wide area. As such, Dexterity effect this save. This is a standby save for avoiding traps.
Spells or Wands
(Spell in AD&D)
I call this save score "Mind Control", as it goes beyond spell-effects. This save deals with illusions, mind-control/alteration, hypnotism, intimidation, brainwashing, torture, insanity-inducing trauma and so on. The nature of this save can be by spell, magical or technological device, psychic power, or mental/emotional trickery or breakdown. As this is a mental resistance, Wisdom effects this save.
So, whet do you guys think?
This rule works like how Wisdom modifies saving throws against magical effects, but expands it in include Constitution and Dexterity, using the same adjustments as Wisdom.
Here are the core adjustments to each ability:
Ability Score | Saving Throw Adjustment |
3 | -3 to saving throw effect |
4-5 | -2 to saving throw effect |
6-8 | -1 to saving throw effect |
9-12 | No adjustment |
13-15 | +1 to saving throw effect |
16-17 | +2 to saving throw effect |
18 | +3 to saving throw effect |
And here is what each ability effects:
Ability | Adjustment applied to... |
Constitution | Poisons, petrification, paralysis and instant death effects. |
Dexterity | Breath weapons and magical devices. |
Wisdom | Magic and spell-like abilities. |
Normally, BtB, the player applies adjustments to the die throw, but as an alternative measure, the player can adjust the saving throw numbers themselves. To do this, low ability scores adds to the number, while high scores lowers the number. For example, a 6th level Cleric with a Wisdom score of 17 lowers his save vs spells score from 12 to 10. This rule is make rolling save quick, so all you have to do is roll the number or higher, without the added effort of adjusting the die. Its minor, but slightly practical.
Old-school saving throws always felt limited in scope, and too chunky when writing everything out. Without using the 3e Ref/Fort/Will system, this is how one could make saves more all encompassing, with abilities adjustments (as above) to keep the thresholds form being too static.
Poison or Death Ray
(Paralyzation, Poison, or Death Magic in AD&D)
I typically call this save score "Poison" and list it as an effect that effects one's health and well-being. This includes: drugs, diseases, poisons, toxins, and magic that could kill a person outright. Do to the effect on the body, I have Constitution effect this ability.
Magic Wand
(Rod, Staff or Wand in AD&D)
I call this save score "Device" and use it like it AD&D, where it applies to rods, staves, wands, and any other magical or technological device. Do to how one physically avoids such effects, I have dexterity effect this save. If characters are actively avoiding attacks by spending the round dodging instead of fighting, they can save vs device to dodge the attacks (they also get a +2 bonus to AC).
Do to how I use Mutant Future rules, I also use this score to resist the effects of radiation, the corruption of evil/demonic energy, The Colour Out of Space and so on. In this case, it is a Constitution-based save.
If the "device" controls someone mentally, then it becomes a Wisdom-based save. This works like "Mind Control" (see below), but with a more forgiving threshold.
Turn to Stone or Paralysis
(Petrification or Polymorph in AD&D)
I call this save score "Stone" as a shorthand term, or even "Stun" in some cases (based on the Mutant Future rules). Basically, this deals with effects that effect entire body at once. This includes: paralysis, petrification and polymorph. Do to the effect on the body, I have Constitution effect this ability.
Dragon Breath
(Breath Weapon in AD&D)
I call this save score "Blast" to remind players that this covers effects akin to a live grenade. (Although, Mutant Future calls this an "Energy" save.) Just like the many breath weapons used by dragons, this covers any "area of effect" attack, like explosives, firebombs, flamethrowers, artillery bombardment, gas clouds, lightning strikes, acid/chemical sprays, and so on. This is used to avoid the full effects of an attack that impacts a wide area. As such, Dexterity effect this save. This is a standby save for avoiding traps.
Spells or Wands
(Spell in AD&D)
I call this save score "Mind Control", as it goes beyond spell-effects. This save deals with illusions, mind-control/alteration, hypnotism, intimidation, brainwashing, torture, insanity-inducing trauma and so on. The nature of this save can be by spell, magical or technological device, psychic power, or mental/emotional trickery or breakdown. As this is a mental resistance, Wisdom effects this save.
So, whet do you guys think?