Thursday, June 20, 2013

Saving Throws

Do you go with the five?  The ref, will, fort?  Or the single throw?

I decided to stick with the single throw with a simple adaptation.  Saves start at a base of 18 for all first level classes.  These saves will decrease by one for each level gained until it maxes out at 9.

Each save will be accompanied by the appropriate ability modifier.  Along with the ability modifiers there will be instances where being a certain race will get a bonus.

I haven't decided what races I will use, but I plan on having a variety.  I like having different types of dwarves and elves.  But rarely do you see that done with humans.  The difference won't be on the racial level, but on the cultural level.  I won't get all anthropology on this, but enough to add a variety.  Using real life differences between a desert and city culture.

Just something I'm working on between projects.

14 comments:

  1. I use ability score checks. You have to say what you are doing to avoid being mulched, and then make the appropriate check (with appropriate modifier)

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    1. Yeah, I plan on implement something similar. If they want a save based on an attribute they will need to describe how it will work and roll.

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  2. I like the 3E variations, as they are generic enough to cover most situations, but are tied to character races and class. However, I have dabbled with idea of adding a couple of extra ones, like Awareness and Magic Resistence. Haven't playtested those ideas yet, though. But I do like your single save method as well. Nice and simple.

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    1. I'm trying to make it simple with a few adaptations to make it a little unique to each player.

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  3. Similar to Castles & Crusades?

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    1. Yeah. I think it mirrors C&C closely. I can't remember exactly, but do they do saves based on level or class?

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  4. I'm the epitome of indifference. I usually use attribute checks, but if you regard saving throws as luck or divine intervention then a single save makes sense.

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    1. I guess a little bit of luck, experience and ability mixed into one roll.

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  5. This looks intriguing. I'll have to play around with it a bit, but I kinda like it.

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    1. I was going to go 8th grade with a reply, but I have chosen the higher road (and a lot less traveled). In the past I always favored the Fort, Ref and Will, but believe all those can be covered in a single number with abilities and experience considered.

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  6. The third edition style or attribute checks make the most sense to me, but I don't really have strong opinions on it.

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  7. I use the classic 5 with ability score modifiers. I make a lot of use of the original modules so it makes for less conversion work. I do use more modifiers to success for Saving Throw rolls based on difficulty, particularly when it is against something that is actively being done against them (saves to use weapon mastery to block blows are penalized by how much the attacker made their hit roll).

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  8. I like C&C's method of breaking up the classic 5 saves between the 6 attributes. I'm a fan of the "Target 20" system too, so I re-write the roll as:
    d20 +level +2 +attribute modifier >= 20
    This really gives a base save of 17 at level 1, and goes down with level from there.
    C&C has a further division based on attributes that are "prime", which make the bonus +8 instead of +2. I've found that is confusing for most players, so I just go with the +2.
    To me, this transforms saving throws from just "you messed up, now see if you are lucky enough to escape" to an attribute check that can replace all the "skills" from 3ed.
    "Oh, you want to open the door ? Make a STR save.", or
    "You want to sneak past the guard? Make a DEX save.", or
    "Make an INT save to see if you understand the runes.", etc.
    It also lets you adjust things by race or class, simply by adjusting their attribute modifiers.

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