Save-or Suck Spells, HP, and the Condition Track

WyzardWhately

First Post
Cross-Posted from RPG.net

The following is mostly outright speculation. We have some reasons to believe that defense values are in rather than saves, but the condition track is just something I'd *like* to see.

There have been statements from the WotC employees that 4E is moving away from spells that are save-or-suck/save-or-die, and moving more toward spells oriented toward running the bad guys out of HP. I am, quite frankly, deeply uncomfortable with this. Sleep, Charm and their ilk are central to the D&D experience for me. Wizards need to have ways of solving their problems that don't involve violence, much as rogues do, and fighters should at least consider looking into. However, I also see where WotC is coming from with this. The save-or-lose spells make combat highly unpredictable, the very thing ablative HP is supposed to avoid.

I'd like to assume there are a lot of guys like me out there, who would feel much less desire to buy their product if these options are absent, and that the designers are aware of our presence as part of their potential customer base. So, I have asked myself, is there a way to keep both the spell effects I lust after and an HP-based model for defeating the bad guys?

I kind of think there is, and I've hypothesized a couple different ways it could work.

Example 1: HP comparison. This is kind of like good old Power Word: Kill. You use it on a target. If the target has less than 100 HP at the current time, it dies. Now, there can be some variations on this theme. Like, for a sleep spell, you could make a damage roll and any target with less HP than that would immediately go to sleep, but not lose the HP. Alternately, you compare against their max HP rather than their current HP. And you could have a roll to hit v. their Will Defense, if you like. There's a variety of possible permutations, but I'm not going to work through them all, since you can figure it out easily enough.

Example 2: Condition Track. This is actually the option I like. Maybe even the option I have a deep unrequited love for, since I like the condition track. When you hit the bad guys with weird effects like sleep/charm/dominate/whatever, it pushes them down the condition track. Maybe a step, maybe two, maybe more, maybe it depends on what you roll against the appropriate defense value. So, even if you try to hit them with a charm spell but they shrug it off, if you hit their defense it could still stun and confuse them as strange emotions rush through their brain. Represented by the fact that they accrue some penalties until they shake it off. Ultimate success is measured by how far the condition track they go. Dominate, frex, if you push them down past the fifth one, and they would normally go unconscious, they instead stop getting the penalties and become your loyal slave, just another cog in your murder machine.

Example 3: System Shift. Charm gives you big bonuses to diplomacy against that target if you beat his will defense, Dominate gives you access to the weird high-level persuasion-enhancing talents the rogue class gets, temporarily and regarding only a single target. Something like this.

I have some other thoughts on the Condition Track, regarding its possible inclusion. It's pretty tough to push low-level characters very far down it, because they die first. It's also a pain in the ass to keep track of HP for the 20 or so goblins we'll apparently now be able to fight with first-level PCs.

Given those premises, the condition track could be great for keeping track of minions, as instead of HP they might be only up/down on the condition track, somewhat like how Feng Shui works. This would mean that if, say, Turn Undead pushes you down the condition track, it would work fan-freaking-tastic on minion undead, who get turned for a single 'push' down the track and flee/are destroyed, but is less likely to work well on the Master Vampire, who it might take several attempts to turn all the way. Even that guy, turning is worthwhile because you can push him down it and give him penalties, or maybe even push him all the way with repeated attempts. You know, after the first few he might only be at -1 or -2, but that big -5 and -10 will mess up even a ten-century-old Lord of the Thirsty Dead.

Now, I know I'm totally wanking here, but it's relatively consistent with what we've seen and also is, IMHO, kind of awesome. And I desperately want 4E to be a game I can love.
 

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fuindordm

Adventurer
I like your ideas. That would actually be a pretty cool way of balancing certain spells as at-will abilities instead of per-encounter abilities.

Imagine a wizard spending 2 or 3 consecutive rounds trying to take control of a bad guy, who is getting dizzier and dizzier while screaming "Get out of my HEAD! Someone get that wizard!!!"

And then imagine a specialist who has a per-encounter spell that does that instantly, so no one knows what's just happened. Hmm...
 

Jhulae

First Post
Speculation based on SWSE.

Sleep, for instance, could indeed be a spell that pushes someone to the end of the condition track, just like the force power Stun. I don't see that being unreasonable at all, it makes sense, and it keeps to Sleep knocking enemies out without killing them (running them out of HP).

If it expands on the SWSE 'system', I'm very excited about 4th Edition.
 

Psion

Adventurer
Jhulae said:
Sleep, for instance, could indeed be a spell that pushes someone to the end of the condition track, just like the force power Stun. I don't see that being unreasonable at all, it makes sense, and it keeps to Sleep knocking enemies out without killing them (running them out of HP).

Hong would attribute this as part of "the creeping Heroization of D&D". Because, you know, hero's been doing things this was approximately forever.

Me, I think it's a bit too clinical. Despite loving Hero. I love the HP mechanic and the benefits it provides to gameplay... but continual risk of loss is part of the game, too.
 

WarlockLord

First Post
In case anyone cares, sleep was mentioned in one of the playtests (Chris Perkin's blog, I think).

But yes, these spells need to stay, and I will be very angry if they don't. I like the condition track idea. Best idea I've seen so far, besides Action Points and various reroll abilities.
 

WyzardWhately

First Post
fuindordm said:
I like your ideas. That would actually be a pretty cool way of balancing certain spells as at-will abilities instead of per-encounter abilities.

Imagine a wizard spending 2 or 3 consecutive rounds trying to take control of a bad guy, who is getting dizzier and dizzier while screaming "Get out of my HEAD! Someone get that wizard!!!"

And then imagine a specialist who has a per-encounter spell that does that instantly, so no one knows what's just happened. Hmm...

That image of mental struggle is *precisely* what I was going for.


WarlockLord said:
In case anyone cares, sleep was mentioned in one of the playtests (Chris Perkin's blog, I think).

But yes, these spells need to stay, and I will be very angry if they don't. I like the condition track idea. Best idea I've seen so far, besides Action Points and various reroll abilities.

Yeah...now that you mention it, someone has talked about Sleep. So I have less to worry about.

Thank you both for the compliments.
 


A'koss

Explorer
I also like the idea of a graduated breakdown over an all-or-nothing deal.

A couple of years back I experimented with a HR that accomplished much of the same thing called Resolve Points. They were like "mental" hit points and charms spells and so on inflicted RP damage, eroding away your resolve until they reached 0, then whatever effect brought it to that point would take effect.

But to get more use out of them I expanded it out so that characters would take RP damage from a fairly broad number of sources - critical hits, intimidation, torture, horror... Supernatural creatures could inflict RP damage with their exotic attacks as well as RP doubling as points you could use when you needed to focus on a particular task - a la action points. Of course, you had to be careful how much you used, because it would obviously leave you more vulnerable.

However, I do like the condition track idea, it's a perfectly viable way to handle it as well...
 

KarinsDad

Adventurer
Branduil said:
I really like that image of a Wizard gradually taking over someone's mind.

It has a roleplaying problem though.

In combat, as the BBEG keeps yelling "Get out of my head", all of the mooks know what is going on and when the BBEG is finally Charmed and such, a lieutenant mook should be smart enough to realize what is going on.

Out of combat, same thing. Instead of the merchant being instantly Charmed, it takes several rounds and his guards should get suspicious as he keeps yelling "Get out of my head" before finally selling everything to the PCs at half price.

Certain types of mind affecting spells really do need to be somewhat hidden and fairly quick, otherwise they lose their real advantage.
 

Stalker0

Legend
I doubt charm will affect on a condition track, but spells like sleep would be perfect. The subject fights off sleep for a few rounds, getting weaker and weaker, until collapses asleep (and unconscious).

And poison would work much better as a condition track thing in my opinion.

Assuming there is a condition track in the first place.
 

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