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Making a Houserule, and I Need Your Guy's Help.
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<blockquote data-quote="Oversquid" data-source="post: 6116848" data-attributes="member: 6684394"><p>One of my ongoing projects is to remake D&D 3.5 into a version that I myself would find ideal. Currently, my focus is on the Spellcasting System thats already in there. Now, there's a lot of stuff in the Spellcasting System, and it will take a lot of stuff to realign it to make it seem less like a "Wizard Edition". But right now, its best to take any kind of change in baby steps, and the changes to the Spellcasting System is no exception.</p><p></p><p>This current baby step involves taking a look at spells, abilities, and effects that come out to being a "Save or Eat Dung" spell. Spells like "Hold Person", which cuts out all actions but Mental Actions for a while if you fail your saving throw, and "Finger of Death" which if you fail your saving throw, you die. </p><p></p><p>On a personal note, I have no problem with the effects or even the existence of those spells, as I believe that magic should circumvent a lot of reality, because its magic. But at the same time, when a player dies before they can act in a battle due to a single Finger of Death, or when a creature to installed into the game as a challenge ends up being kept in stasis for all time for the rest of combat, its anti-climactic, and possibly frustrating.</p><p></p><p>So I'm considering instilling a new mechanic to scrape the problem of an instant KO like that away. This mechanic is what I want to call Defense. Defense contains Defense Points which can be used to augment any Saving Throw type in a pinch. You have only as many Defense Points as is in this formula: 5 + Total HD.</p><p></p><p>What you do with Defenses is that when you are presented with a situation where you need to make a Saving Throw, you can spend Defense Points before you roll the Saving Throw to augment the Saving Throw, with 1 Defense Point coming to be equal to a +1 Modifier to the Saving Throw in question. </p><p></p><p>For example, a scorpion stings you, and you need to make a Fortitude Save, or else become poisoned. Because you're not confident about fully resisting it, you exert yourself a little more, and spend 5 Defense Points on this saving throw to resist poisoning. Then you roll the saving throw with a +5 Modifier to the save (due to spending 5 Defense Points).</p><p></p><p>I should also mention that Defenses only occur on special characters, whatever and whoever they might be (So definitely PCs, but not necessarily the "Red Shirts", unless you want them to).</p><p></p><p>One more thing before I toss you the mic, I want to answer a FAQ I get all the time, and am honestly tired of answering in all shapes and forms. </p><p></p><p>FAQ: Why not just play a different system? Because I can find no other system that is ideal to me. I enjoy a lot of other systems, but none that I find ideal. I figure if you want a job done right, you should do it yourself. Besides, D&D has a lot of what I'm looking for, and I've already houseruled a lot of 3.5, so I may as well start there, and see it through.</p><p></p><p>In other words, finding a new system is out of question to me.</p><p></p><p>Also, I looked at Trailblazer, and they used Action Points to remedy what I'm remedying myself, which is all fun and good. But I'm of the belief that Action Points should be an optional fun thing, and not a core mechanic, so I'm not using Action Points.</p><p></p><p>I'm sure I'm also missing a few odd details, but I'll get into those details when they come up.</p><p></p><p>Otherwise, do you guys have anything to say for or against my proposed homebrew rule? If you see problems, how can it potentially work? If I didn't word something well enough, feel free to ask for clarification.</p></blockquote><p></p>
[QUOTE="Oversquid, post: 6116848, member: 6684394"] One of my ongoing projects is to remake D&D 3.5 into a version that I myself would find ideal. Currently, my focus is on the Spellcasting System thats already in there. Now, there's a lot of stuff in the Spellcasting System, and it will take a lot of stuff to realign it to make it seem less like a "Wizard Edition". But right now, its best to take any kind of change in baby steps, and the changes to the Spellcasting System is no exception. This current baby step involves taking a look at spells, abilities, and effects that come out to being a "Save or Eat Dung" spell. Spells like "Hold Person", which cuts out all actions but Mental Actions for a while if you fail your saving throw, and "Finger of Death" which if you fail your saving throw, you die. On a personal note, I have no problem with the effects or even the existence of those spells, as I believe that magic should circumvent a lot of reality, because its magic. But at the same time, when a player dies before they can act in a battle due to a single Finger of Death, or when a creature to installed into the game as a challenge ends up being kept in stasis for all time for the rest of combat, its anti-climactic, and possibly frustrating. So I'm considering instilling a new mechanic to scrape the problem of an instant KO like that away. This mechanic is what I want to call Defense. Defense contains Defense Points which can be used to augment any Saving Throw type in a pinch. You have only as many Defense Points as is in this formula: 5 + Total HD. What you do with Defenses is that when you are presented with a situation where you need to make a Saving Throw, you can spend Defense Points before you roll the Saving Throw to augment the Saving Throw, with 1 Defense Point coming to be equal to a +1 Modifier to the Saving Throw in question. For example, a scorpion stings you, and you need to make a Fortitude Save, or else become poisoned. Because you're not confident about fully resisting it, you exert yourself a little more, and spend 5 Defense Points on this saving throw to resist poisoning. Then you roll the saving throw with a +5 Modifier to the save (due to spending 5 Defense Points). I should also mention that Defenses only occur on special characters, whatever and whoever they might be (So definitely PCs, but not necessarily the "Red Shirts", unless you want them to). One more thing before I toss you the mic, I want to answer a FAQ I get all the time, and am honestly tired of answering in all shapes and forms. FAQ: Why not just play a different system? Because I can find no other system that is ideal to me. I enjoy a lot of other systems, but none that I find ideal. I figure if you want a job done right, you should do it yourself. Besides, D&D has a lot of what I'm looking for, and I've already houseruled a lot of 3.5, so I may as well start there, and see it through. In other words, finding a new system is out of question to me. Also, I looked at Trailblazer, and they used Action Points to remedy what I'm remedying myself, which is all fun and good. But I'm of the belief that Action Points should be an optional fun thing, and not a core mechanic, so I'm not using Action Points. I'm sure I'm also missing a few odd details, but I'll get into those details when they come up. Otherwise, do you guys have anything to say for or against my proposed homebrew rule? If you see problems, how can it potentially work? If I didn't word something well enough, feel free to ask for clarification. [/QUOTE]
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