Just to note - I think this is interesting; the questions below are not intended to be hostile even though some might sound 'pointed'.
Not a problem, so long as we all remember that this system is still an idea.
Questions: (acknowledging that this is just a sketch, so not everything may have answers)
- I think you answered this, but just to confirm - are there still attack rolls and only hits require the expenditure of saves to avoid consequences?
Yes.
It sounds like not all saves would be applicable to all attacks, e.g., you can't parry a fireball. But what does the applicability mapping look like? I mean its general properties, not complete details. In particular, are there a set of attack types that each have a set of saves that apply only to that attack type, or are there some saves that apply to multiple attack types? (The latter could lead to player decisions that are either 'interesting' or frustrating depending on tastes.)
I hadn't envisioned a specific mapping. I would have let the table decide when a particular save would or wouldn't apply given the narrative descriptors. Although, yes, that might be a source of friction. I've been musing if maybe some of the save shouldn't be more broad or less particular than others, just to leave some wiggle room. Like maybe the ones derived from stats or race are very nebulous but those derived from class/skill are more specific: "Elven Grace" vs. "Tumble away".
You mention the possibility of a 'take it on my shield' save. If you had that, would shields then provide only that benefit (essentially DR), or would they still contribute to lessening the possibility of getting hit (AC)? Similarly would armor still be AC, or function as DR, or both?
Good question. I suspect that's the sort of thing playtesting would need to sort out.
Among the benefits you list 'You actually know when you are wounded, rather than "low on luck right now".' Are you pointing here only to the specificity of having different types of saves, or do you mean in addition that you see as a benefit excluding 'things like luck'? If the latter, then what is the criterion for including/excluding the various 'traditional' interpretations of hit points - that they have a very specific narrative associated with them?
In spite of what many people say, my close observations of HP mechanics in play indicate that any narrative results the DM/players ascribe to an attack are easily forgotten or handwaved away. Not to mention that they have the problems I indicated upstream, which make perfect sense with the mechanic, but are not (IME) observed in play. That is, it makes perfect sense by Gygax to narrate the 16 point hit to the 100 point fighter as nothing but a miss, but I never see it in play.
However, the criterion for including something as a save is simple....people want it in or it makes sense for the character. I mean, rogues should probably have less "divine favor" than do paladins, but they should both still be in the game.
With respect to "You actually know what happened when you didn't get killed or suffer the consequences." - it seems like it is a little more than this, since even with HP, the DM's narrative can tell you what happened. It seems like it is more that a) the player decides instead of the DM, b) there is now a fixed set of things that can happen, c) each thing can happen a fixed number of times, d) there is a tracking mechanism for what has happened. Which of those do you see as actual benefits vs. just accidents of how you happened to express the idea?
I disagree about the current state of the DM's narrative call. Have you ever heard of Schrodinger's Wounds? That's what I observe at the table all the time. Combat is regularly nothing but a numerical attrition game only nominally attached to the narrative. Whatever the DM says at a given moment when someone loses HP is completely and totally irrelevant to the game and is quickly forgotten. UNLESS! It happens to be the hit that does a character in, then
maybe it matters. Its the same with spells, the only ones that matter to the narrative are the ones with impact outside the HP structure. If a character is at 12 of 46 HP, you have utterly no idea what has transpired to get him there, and its totally irrelevant to play. If one character has been narrated with deep, bleeding, dragon-teeth marks all over and the other is just a bit shy on luck or divine favor...it doesn't matter!
Cure Serious Wounds works for both...and don't get me started on how you can
Uncanny Dodge a
Fireball without moving.
As for the rest of the question:
a) accident, but it seems reasonable for those lists of saves to "live" on the character sheet.
b) depending on how specificly the saves are written, yes...mostly accident.
c) design accident, I don't consider it a feature or goal, but its there.
d) benefit
I'm not married to this particular system by any means, but that's the kind of stuff I want to "fix" for narrative-central play.