First immediate response: keep this physical defense system split out from the current saving throw system (which works fine as is) and use a different term for this new mechanic: call them "Defenses" or whatever and use them for combat only, as opposed to magical effects.
If I'm reading this right, when successfully hit the attacked PC's player chooses from a list of available defenses and tallies one off. In effect this is the "damage" taken. Correct?
Yes, and perhaps more importantly, whatever the defense/save is *happens* in the fiction. So, two characters evading a
Fireball with different defenses might have very different results. The Rogue might "Leap out the way" and move 10 ft in the process. The Warrior might "Take it on my shield", and remain in place.
For the mass of goobers just note they each have x number of defenses without bothering to note exactly what each one is. Just like hit points in effect, only you only ever lose one per hit and (as a goober) you only start with three or four; and tracking them ends up the same as tracking their hit points right now.
Yeah, that's kinda where I lean.
Sure, its just a step beyond spitballing, honestly.
What happens when someone runs out of defenses then gets hit again? Straight death? If yes, then
- - How does this (or does it at all) allow for and handle unconsciousness?
Either straight death, or a more general "at the mercy of" trigger. That might mean a bunch of different things. Another way to handle it might be to have some kind of event. I've suggested that something like hitting 0 HP might trigger rolling dice or flipping coins to answer these questions:
a) Are you still conscious?
b) Are you dying?
c) Have you lost something? (shield, hand, rations?)
d) Do you get to narrate this? (If not, the DM does.)
- - How does this (or does it at all) allow for and handle injuries or lingering wounds?
Those would be the "last" ones chosen by a player taking a hit. Mostly because they are the ones that are the hardest to clear or restore. (barring magical healing) They could be defined by the amount of time it takes to recover the slot. So, any
Serious Wound you take might take 1d4 weeks to heal on its own. If desired, a specific list of injuries and associated penalties could be used to fill in those slots as they are used.
How and when are these defenses recovered? Obviously defenses related to broken equipment are recovered when the equipment is repaired or replaced, but what about dodge or parry or luck saves? Recovered on a long rest? Short rest? Variable depending on defense type? Partial or full recovery?
I think generally "Variable depending on defense type" is the correct response, technically. I wouldn't have any trouble saying that most defenses would (by default) recover after a long rest. As you note Equipment might require repair, and as I mentioned, the wounds would take longer to recover on their own.
And if you leave it as you've got it now with magic saves mixed in, how does it handle "half-damage" saves e.g. vs a fireball? And, is there still a die roll for saves against magic or does the player just get to pick a defense and apply it? (this would absolutely nerf area-damage effects, most of the time; and completely neuter most single-target magic)
You would just pick a defense and apply it. The result would be somewhat like a normal fireball. The target's ability to take further similar damage is reduced, but we would know exactly how it was reduced. A
Fireball's advantage would be that it would make more than one character mark off a defense.
In many ways, its just adding a prescriptive narrative to HP (and reducing their number/increase with level) rather than the very sloppy postscriptive narrative we use now. So, to compare a Wizard and Fighter. In the current system, the Fighter uses his higher HP total and AC to take more combat damage, in the proposed system, he'd have more "parry" saves or whatever than the wizard would. Similarly, the Wizard has higher Intelligence (or Spell, in previous editions) save values, meaning he is less likely to be affected by mental effects than the fighter. Same in the new system, the fighter has few, if any, saves to use to resist the willpower effect or whatever.
What it doesn't allow for (so far, anyway), is the pre-emptive SoS spell-effect to short-circuit the narrative. I can see two methods of putting a similar effect back in:
A) Offer the spell impact as an alternative to marking your own save. So somebody casts
Entangle at you. You choose whether you mark of one of your save to dodge it, or accept the "Extracting myself from the Tangle" condition (which you might shake/recover faster than you can recover your own defense...possibly with a DC 15 Strength check.)
B) Same thing, but its not an offer, spend your save, but you still get a chance of suffering the spell's consequence.