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General Tabletop Discussion
*Pathfinder & Starfinder
An alternative spell duration mechanic (saving throws vs defence)
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5986746" data-attributes="member: 710"><p>If your focus of the rule was that each round the target makes an ability based saving throw - against a DC set by the caster's abilities (rather than D&D 4's static 10), then yes, I think it could work. I believe some spells in 3.5 did already use such a mechanic (Hold Monster/Person, I believe). </p><p></p><p>I think D&D 4 wanted to get a way a bit from a kind of "double-reward" system that this mechanic tends to bring. If you have a good defense against the spell, it's not just likely that it will fail in the first place, it's likely it won't last long. And if the enemy is good with his attack, it's not just likely the ability succeeds in the first place, it's likely that the target won't be able to end the effect anytime soon.</p><p></p><p>So, attack vs defense was based on non-static values, but the save was moved to basically a static 50 % (or 55 %) success chance, so the double reward would no lo longer apply. It is less swingy this way, but if you like some more swinginess and/or want the double reward, your system should work. And I'd definitely prefer it about something like 1 round / level type of durations. (And it could also be applied for much longer-lasting spells. For example, a charm spell may allow not one save per round, but once each day, but certain actions could also trigger a save. Say, forcing someone to do something against his obvious best interest or nature, or attacking him, or something like that)</p><p></p><p>What it definitely fits is my idea to get rid of spell durations expressed in time units. I find this makes magic too... "mundane" to some extent, if a spell always lasts exactly 5 minutes or some such duration, and it also creates some tracking of time to a depth that you normally wouldn't need to do.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5986746, member: 710"] If your focus of the rule was that each round the target makes an ability based saving throw - against a DC set by the caster's abilities (rather than D&D 4's static 10), then yes, I think it could work. I believe some spells in 3.5 did already use such a mechanic (Hold Monster/Person, I believe). I think D&D 4 wanted to get a way a bit from a kind of "double-reward" system that this mechanic tends to bring. If you have a good defense against the spell, it's not just likely that it will fail in the first place, it's likely it won't last long. And if the enemy is good with his attack, it's not just likely the ability succeeds in the first place, it's likely that the target won't be able to end the effect anytime soon. So, attack vs defense was based on non-static values, but the save was moved to basically a static 50 % (or 55 %) success chance, so the double reward would no lo longer apply. It is less swingy this way, but if you like some more swinginess and/or want the double reward, your system should work. And I'd definitely prefer it about something like 1 round / level type of durations. (And it could also be applied for much longer-lasting spells. For example, a charm spell may allow not one save per round, but once each day, but certain actions could also trigger a save. Say, forcing someone to do something against his obvious best interest or nature, or attacking him, or something like that) What it definitely fits is my idea to get rid of spell durations expressed in time units. I find this makes magic too... "mundane" to some extent, if a spell always lasts exactly 5 minutes or some such duration, and it also creates some tracking of time to a depth that you normally wouldn't need to do. [/QUOTE]
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An alternative spell duration mechanic (saving throws vs defence)
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