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<blockquote data-quote="Ratskinner" data-source="post: 7807217" data-attributes="member: 6688937"><p>Makes total sense to me. Of course, AD&D isn't exactly known for its streamlined, unified mechanics...ahem.</p><p></p><p>The idea does remind me of BitD "Resistance" rolls.* The GM says something happens, and you say "nope". The interesting thing is that doing so always costs 6-1d6 Stress on the character (possibly inducing longer-term consequences). So, mechanically "The fireball burns you to a crisp", "The guard skewers you with his spear", "Without warning, Gargoyles start dropping rocks from the sky.", "The princess orders you beheaded", could all be handled with the same type of roll.</p><p></p><p></p><p></p><p>I'm not sure about "save vs. Ignorance". It seems awkward to me, at least WRT cryptic runes on standing stones or "is this monster vulnerable to fire?". You'd need to rework things a bit, I think. Its like a saving throw for your own actions...which isn't to crazy.</p><p></p><p>I think the general question about saves WRT "Goal and Approach" is more dependent on what those results mean in the narrative, and player choices. D&D has tended to stay very close to a simple interpretation. (I've always wondered how those WotC thieves "evade"d a fireball, and yet remained in the dead center of the explosion. Once you've left the Old School, you could theoretically let the players choose their saves, and change the narrative accordingly. The fighter chooses to tough-out the fireball with Fort, the thief dodges with Ref, and the mage quickly puts up a minor magical defense with WIL. </p><p></p><p></p><p></p><p>*</p><p>Insight: Consequences from deception or understanding.</p><p>Prowess: Consequences from physical strain or injury.</p><p>Resolve: Consequences from mental strain or willpower.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7807217, member: 6688937"] Makes total sense to me. Of course, AD&D isn't exactly known for its streamlined, unified mechanics...ahem. The idea does remind me of BitD "Resistance" rolls.* The GM says something happens, and you say "nope". The interesting thing is that doing so always costs 6-1d6 Stress on the character (possibly inducing longer-term consequences). So, mechanically "The fireball burns you to a crisp", "The guard skewers you with his spear", "Without warning, Gargoyles start dropping rocks from the sky.", "The princess orders you beheaded", could all be handled with the same type of roll. I'm not sure about "save vs. Ignorance". It seems awkward to me, at least WRT cryptic runes on standing stones or "is this monster vulnerable to fire?". You'd need to rework things a bit, I think. Its like a saving throw for your own actions...which isn't to crazy. I think the general question about saves WRT "Goal and Approach" is more dependent on what those results mean in the narrative, and player choices. D&D has tended to stay very close to a simple interpretation. (I've always wondered how those WotC thieves "evade"d a fireball, and yet remained in the dead center of the explosion. Once you've left the Old School, you could theoretically let the players choose their saves, and change the narrative accordingly. The fighter chooses to tough-out the fireball with Fort, the thief dodges with Ref, and the mage quickly puts up a minor magical defense with WIL. * Insight: Consequences from deception or understanding. Prowess: Consequences from physical strain or injury. Resolve: Consequences from mental strain or willpower. [/QUOTE]
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