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Poll: How Often Should Saves be Successful?
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<blockquote data-quote="Celebrim" data-source="post: 3574387" data-attributes="member: 4937"><p>I know exactly what you mean.</p><p></p><p>For a few years now I've been toying with the idea of giving each character 'Will Points', 'Fortitude Points' and 'Reflex Points' in addition to hit points. They would work alot like hit points. Saving throws would work like AC, and things that provoke saves would work more like attacks with a failed save wearing away a certain amount of fortitude, reflex, or will. Only if the attack drove the players resources to 0 or less, would the full effect of the attack be felt. Otherwise, the attack could be shrugged off (except as damage). To avoid completely nerfing things, I figured I could adopt rules similar to the 'temporary insanity' rules seen in many horror games that track 'Sane Score' (from whense the idea comes if it wasn't obvious), where a successful attack that did more than a certain amount of damage (say more than 20% of the players resources) would be effective but at a lesser level. Some sort of heirarchy of effects would be needed so as to define what the lesser effect was for each effect (stunning for paralyzation, unconsciousness for death, whatever).</p><p></p><p>Unfortunately, while I've got a good outline in my head and I don't foresee alot of intractable problems in this solution, all of this has sounded like too much work to write up given how little I'm able to play lately.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3574387, member: 4937"] I know exactly what you mean. For a few years now I've been toying with the idea of giving each character 'Will Points', 'Fortitude Points' and 'Reflex Points' in addition to hit points. They would work alot like hit points. Saving throws would work like AC, and things that provoke saves would work more like attacks with a failed save wearing away a certain amount of fortitude, reflex, or will. Only if the attack drove the players resources to 0 or less, would the full effect of the attack be felt. Otherwise, the attack could be shrugged off (except as damage). To avoid completely nerfing things, I figured I could adopt rules similar to the 'temporary insanity' rules seen in many horror games that track 'Sane Score' (from whense the idea comes if it wasn't obvious), where a successful attack that did more than a certain amount of damage (say more than 20% of the players resources) would be effective but at a lesser level. Some sort of heirarchy of effects would be needed so as to define what the lesser effect was for each effect (stunning for paralyzation, unconsciousness for death, whatever). Unfortunately, while I've got a good outline in my head and I don't foresee alot of intractable problems in this solution, all of this has sounded like too much work to write up given how little I'm able to play lately. [/QUOTE]
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