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General Tabletop Discussion
*Dungeons & Dragons
Hit point-less system?
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<blockquote data-quote="twjensen" data-source="post: 130621" data-attributes="member: 3124"><p><strong>New type of saving throw</strong></p><p></p><p>I briefly considered something similar, but it didn't really end up fitting the flavor of the campaign I was going to run.</p><p></p><p>Basically it would work at a save vs damage dealt + some base DC. But instead of a standard save, you'd get a saving throw progression based on hit dice.</p><p></p><p>So D4 = standard bad save progression</p><p>D8 = standard good save progression</p><p></p><p>D6 = good save progression - 2 (so +0 at 1st)</p><p></p><p>D10 = good save progression +1 / 5 levels</p><p>D12 = good save progression +1 / 3 levels.</p><p></p><p>Damaging spells would all be set to half damage and have a lower base DC. (So weapons might have base DC 15, spells would start at 10). Combine that with the typical reflex save for half and the DC to resist a 10D6 fireball goes to between 19 (made the save, average roll on damage) to 27 (failed the save, average damage roll).</p><p></p><p>I also considered borrowing the damage code idea from Shadowrun. So every damage type would have a code reflecting what actually happens if you fail the save. Fireball, for example, has a 'lethal' damage code, meaning if you fail, you're barbecue. A sword would have a 'serious' damage code, (fail and you have penalties on all rolls, multiple failure results in being disabled or dying) etc.</p><p></p><p>It all depends on the flavor you're going for. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="twjensen, post: 130621, member: 3124"] [b]New type of saving throw[/b] I briefly considered something similar, but it didn't really end up fitting the flavor of the campaign I was going to run. Basically it would work at a save vs damage dealt + some base DC. But instead of a standard save, you'd get a saving throw progression based on hit dice. So D4 = standard bad save progression D8 = standard good save progression D6 = good save progression - 2 (so +0 at 1st) D10 = good save progression +1 / 5 levels D12 = good save progression +1 / 3 levels. Damaging spells would all be set to half damage and have a lower base DC. (So weapons might have base DC 15, spells would start at 10). Combine that with the typical reflex save for half and the DC to resist a 10D6 fireball goes to between 19 (made the save, average roll on damage) to 27 (failed the save, average damage roll). I also considered borrowing the damage code idea from Shadowrun. So every damage type would have a code reflecting what actually happens if you fail the save. Fireball, for example, has a 'lethal' damage code, meaning if you fail, you're barbecue. A sword would have a 'serious' damage code, (fail and you have penalties on all rolls, multiple failure results in being disabled or dying) etc. It all depends on the flavor you're going for. :D [/QUOTE]
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