Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Hit points explained
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 7205774" data-attributes="member: 29398"><p>So this removes the random roll aspect of the current saving throw? If yes, that's really going to have some impact and major knock-on effects, not least of which is that targeted offensive magic (hold person, finger of death, etc.) might as well disappear as who would ever bother when it's guaranteed to Do Nothing.</p><p></p><p>Also, this makes something like Fireball all-or-nothing rather than all-or-half, if I'm reading it right...which will also have some impact. In effect, you're not only giving Monk/Rogue-like evasion to everyone but you're making it a chooseable at-will ability as long as you've any defenses left. So, if I start a combat with 6 defenses I can eat 6 Fireballs and not take a scratch, where now even half-damage from 6 Fireballs would put me either in a grave or a world o' hurt.</p><p></p><p>You mean 0 defenses, don't you? I thought h.p. went away with this system... OK, I think I see where this part is going. Maybe a random d% table of negative effects with high being death; and each time you roll on it after the first time (assuming you survive the first time) you add 25 to the roll?</p><p></p><p>Example: you're out of defenses and you get hit - you roll low and merely lose your shield. Then you get hit by a fireball, you roll low + 25 and take a major injury to your leg. Then the archer gets you, you roll middling + 50 and drop dead.</p><p></p><p>Variable by defense type makes the most sense but would be the hardest to track.</p><p></p><p>Ah. I was assuming these defenses would accrete with level much like h.p. do now. (and how would you randomize this to reflect random h.p. rolls?)</p><p></p><p>The problem here - as you indicate just below - is that there's never a chance of getting someone on the first try. As it stands now it doesn't matter if a wizard has save values up the wazoo against willpower effects: a 1 is a 1 is a 1. The attacker always has a chance.</p><p></p><p>With this system the attacker doesn't have a chance until she's attacked enough times to exhaust the target's defenses...which works fine for melee but not at all for spells.</p><p></p><p>'A' will never be used against certain types of effects e.g. fatal ones. That said, I'd assumed acceptance of the spell effect (or weapon strike) in this system was always an option - nothing forces you to use a defense if for some reason you don't want to.</p><p></p><p>In part this is why I suggested earlier that the save-vs.-magic system should stay as is (particularly against spells that bypass hit points) and use this new system for physical combat only. The problem there becomes what to do with spells that cause full/half damage without making them full/none.</p><p></p><p>Thinking about this, I would never want to play a caster in this system unless all it ever did was (boring) buff-utility-support-defense. Offensive casting of any kind gets almost completely neutered - it would even take two or three fireballs to obliterate the goblins that previously couldn't survive one - while defensive casting becomes paramount.</p><p></p><p>The only way around this that I can think of - and it presents its own host of headaches - is to introduce some sort of effect or spell that prevents use of (some or all types of) defenses for however long.</p><p></p><p>Lan-"and then there's the whole realism aspect, which we haven't got to at all yet"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7205774, member: 29398"] So this removes the random roll aspect of the current saving throw? If yes, that's really going to have some impact and major knock-on effects, not least of which is that targeted offensive magic (hold person, finger of death, etc.) might as well disappear as who would ever bother when it's guaranteed to Do Nothing. Also, this makes something like Fireball all-or-nothing rather than all-or-half, if I'm reading it right...which will also have some impact. In effect, you're not only giving Monk/Rogue-like evasion to everyone but you're making it a chooseable at-will ability as long as you've any defenses left. So, if I start a combat with 6 defenses I can eat 6 Fireballs and not take a scratch, where now even half-damage from 6 Fireballs would put me either in a grave or a world o' hurt. You mean 0 defenses, don't you? I thought h.p. went away with this system... OK, I think I see where this part is going. Maybe a random d% table of negative effects with high being death; and each time you roll on it after the first time (assuming you survive the first time) you add 25 to the roll? Example: you're out of defenses and you get hit - you roll low and merely lose your shield. Then you get hit by a fireball, you roll low + 25 and take a major injury to your leg. Then the archer gets you, you roll middling + 50 and drop dead. Variable by defense type makes the most sense but would be the hardest to track. Ah. I was assuming these defenses would accrete with level much like h.p. do now. (and how would you randomize this to reflect random h.p. rolls?) The problem here - as you indicate just below - is that there's never a chance of getting someone on the first try. As it stands now it doesn't matter if a wizard has save values up the wazoo against willpower effects: a 1 is a 1 is a 1. The attacker always has a chance. With this system the attacker doesn't have a chance until she's attacked enough times to exhaust the target's defenses...which works fine for melee but not at all for spells. 'A' will never be used against certain types of effects e.g. fatal ones. That said, I'd assumed acceptance of the spell effect (or weapon strike) in this system was always an option - nothing forces you to use a defense if for some reason you don't want to. In part this is why I suggested earlier that the save-vs.-magic system should stay as is (particularly against spells that bypass hit points) and use this new system for physical combat only. The problem there becomes what to do with spells that cause full/half damage without making them full/none. Thinking about this, I would never want to play a caster in this system unless all it ever did was (boring) buff-utility-support-defense. Offensive casting of any kind gets almost completely neutered - it would even take two or three fireballs to obliterate the goblins that previously couldn't survive one - while defensive casting becomes paramount. The only way around this that I can think of - and it presents its own host of headaches - is to introduce some sort of effect or spell that prevents use of (some or all types of) defenses for however long. Lan-"and then there's the whole realism aspect, which we haven't got to at all yet"-efan [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Hit points explained
Top