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<blockquote data-quote="Ratskinner" data-source="post: 7205250" data-attributes="member: 6688937"><p>Yeah, I've thought about this a bit, for just this reason. </p><p></p><p>Currently, my (completely un-playtested) best take is to give each character "saves", which are lists of expendable "ways of not getting killed". (I feel justified in doing so, since I would wrap in both saving throws and HP into the same system.) Saves could come in a variety of flavors and degrees of specificity, although I'm not sure that its worth the effort to have a broad "Combat Reflexes" save as well as more specific "Parry" and "Dodge" saves. They could be sourced or modified by class, race, equipment etc. Thus, a wizard does not have so many "Combat Reflexes" saves for the swordfight, but he might have plenty of "Strength of Will" saves for resisting the siren (or what have you). Similarly, the rogue will have more "leap out of the way" saves than the typical fighter, who will have more "parry the blow" saves. Carrying a shield might give you a few "Take it on my shield" saves.</p><p></p><p>So long as a character has an unmarked "Save" which makes sense to use, they may mark that to avoid being killed by the incoming attack. The "final" saves would be the ones that have narrative "kick" as consequences for the character. So, maybe a shield has 4, </p><p>"take it on my shield" saves, but it also has a "Splintered my Shield!" save that stops the attack but destroys the shield. The "final" saves for characters would represent actual wounds and injury. </p><p></p><p>Benefits: </p><p>a) You actually know what happened when you didn't get killed or suffer the consequences.</p><p>b) Room for much specialization of equipment, race, class, etc.</p><p>c) You actually know when you are wounded, rather than "low on luck right now".</p><p>d) Could give narrative weight to downtime as a method to restore saves to equipment.</p><p></p><p>Drawbacks and questions:</p><p>a) Adds a decision point to the round...possibly many. -could slow combat</p><p>b) Tracking might be tedious. (dunno)</p><p>c) Not sure how the DM's side works, especially for mobs. Do the whole mass of goblin goobers get a mass of them to use? I don't think I want to 6 saves in 4 categories for all 16.</p><p>d) Inverse relationship between flavor specificity and utility. "I'm not dead, yet" is the ultimate save...and its like the current HP system</p><p></p><p>But that's just an idea I had kicking around.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7205250, member: 6688937"] Yeah, I've thought about this a bit, for just this reason. Currently, my (completely un-playtested) best take is to give each character "saves", which are lists of expendable "ways of not getting killed". (I feel justified in doing so, since I would wrap in both saving throws and HP into the same system.) Saves could come in a variety of flavors and degrees of specificity, although I'm not sure that its worth the effort to have a broad "Combat Reflexes" save as well as more specific "Parry" and "Dodge" saves. They could be sourced or modified by class, race, equipment etc. Thus, a wizard does not have so many "Combat Reflexes" saves for the swordfight, but he might have plenty of "Strength of Will" saves for resisting the siren (or what have you). Similarly, the rogue will have more "leap out of the way" saves than the typical fighter, who will have more "parry the blow" saves. Carrying a shield might give you a few "Take it on my shield" saves. So long as a character has an unmarked "Save" which makes sense to use, they may mark that to avoid being killed by the incoming attack. The "final" saves would be the ones that have narrative "kick" as consequences for the character. So, maybe a shield has 4, "take it on my shield" saves, but it also has a "Splintered my Shield!" save that stops the attack but destroys the shield. The "final" saves for characters would represent actual wounds and injury. Benefits: a) You actually know what happened when you didn't get killed or suffer the consequences. b) Room for much specialization of equipment, race, class, etc. c) You actually know when you are wounded, rather than "low on luck right now". d) Could give narrative weight to downtime as a method to restore saves to equipment. Drawbacks and questions: a) Adds a decision point to the round...possibly many. -could slow combat b) Tracking might be tedious. (dunno) c) Not sure how the DM's side works, especially for mobs. Do the whole mass of goblin goobers get a mass of them to use? I don't think I want to 6 saves in 4 categories for all 16. d) Inverse relationship between flavor specificity and utility. "I'm not dead, yet" is the ultimate save...and its like the current HP system But that's just an idea I had kicking around. [/QUOTE]
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