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<blockquote data-quote="Ratskinner" data-source="post: 7205723" data-attributes="member: 6688937"><p>Yes, and perhaps more importantly, whatever the defense/save is *happens* in the fiction. So, two characters evading a <em>Fireball</em> 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.</p><p></p><p></p><p></p><p>Yeah, that's kinda where I lean.</p><p></p><p></p><p></p><p>Sure, its just a step beyond spitballing, honestly.</p><p></p><p></p><p></p><p>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:</p><p>a) Are you still conscious?</p><p>b) Are you dying?</p><p>c) Have you lost something? (shield, hand, rations?)</p><p>d) Do you get to narrate this? (If not, the DM does.)</p><p></p><p></p><p></p><p>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 <em>Serious Wound</em> 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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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 <em>Fireball's</em> advantage would be that it would make more than one character mark off a defense.</p><p></p><p>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.</p><p></p><p>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:</p><p>A) Offer the spell impact as an alternative to marking your own save. So somebody casts <em>Entangle</em> 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.)</p><p>B) Same thing, but its not an offer, spend your save, but you still get a chance of suffering the spell's consequence.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7205723, member: 6688937"] Yes, and perhaps more importantly, whatever the defense/save is *happens* in the fiction. So, two characters evading a [I]Fireball[/I] 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. Yeah, that's kinda where I lean. Sure, its just a step beyond spitballing, honestly. 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.) 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 [I]Serious Wound[/I] 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. 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. 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 [I]Fireball's[/I] 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 [I]Entangle[/I] 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. [/QUOTE]
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