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General Tabletop Discussion
*Dungeons & Dragons
Removing save-each-turn mechanic
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<blockquote data-quote="pming" data-source="post: 6780051" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>My suggestion: All spells have a "mandetory" duration before you can start rolling to save again, equal to the level of the spell. So a 2nd level spell, will last <em>at least</em> the round in which the victim failed his save, plus two more rounds; after that, up to the duration, he can roll as per the rules. This gives higher level spells a bit more "oomph", while making the lower level ones at least somewhat useful for more than a single round or two when at mid to high levels.</p><p></p><p>As for the "what does a player do when he/she is 'out' of the combat for 6 rounds?". Uhmmm... sit there like an adult and enjoy the fact that everyone else is having fun trying to save your characters sorry @$$? Or, I suppose, act like a spoiled child, whine, bitch and moan about 'not getting to do anything' for a whole five to ten minutes, with the added bonus of greatly annoying and reducing the fun of everyone else at the table because now they feel guilty/bad for making their save. Personally, I game with the former type of player...the later type get the "Don't call me, I'll call you" line as they are walking out the door.</p><p></p><p>As an aside, what I also allow my players to do if their characters are "out of it" for a bit, is to freely offer suggestions to everyone else at the table. These players can look up rules, spells, abilities, etc for everyone and offer suggestions to them. I see them as a sort of "panicking consciousness" of the other PC's. Desperation breeds innovation and all that. </p><p></p><p>DM: <em>Thalgaar falls under the spell and stops moving! Looks like you, Yanvah, are the only one left standing!</em></p><p>Player 1: <em>Oh crap! Uh, um...what do I do?!?! Uhmmm....</em></p><p>Players 2 - 4: <em>Hey, why don't you [insert several ideas]...maybe that will work.</em></p><p>Player 1: <em>Ok, I'll [insert best idea].</em></p><p>DM: <em>With the smell of burnt flesh, some of which is your own, you find yourself standing. Barely. All the buggaboos lay dead around you, crisp and smoking from your fantastic maneuver. A few seconds later, Thalgaar, a bit singed around the edges, slowly sits up...</em></p><p>Player 2: <em>What happened...uggghhh....</em></p><p>Player 1: <em>I'm not sure, it's all a blur. I saw you go down, and panicked. A million things raced through my head, I though for sure we were all going to die and get eaten! Then, suddenly, I got an idea...</em></p><p></p><p>That's how it is in my D&D games. Players are <em>always</em> "playing", even if they don't have an actual horse in the race, so to speak. A lot of the time's the player(s) quite happy to just sit there and see what happens next. That's one of the cool things about RPG's...seeing what happens next, of not knowing the outcome, and of knowing that at any time things can go horrible, horribly wrong. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6780051, member: 45197"] Hiya! My suggestion: All spells have a "mandetory" duration before you can start rolling to save again, equal to the level of the spell. So a 2nd level spell, will last [I]at least[/I] the round in which the victim failed his save, plus two more rounds; after that, up to the duration, he can roll as per the rules. This gives higher level spells a bit more "oomph", while making the lower level ones at least somewhat useful for more than a single round or two when at mid to high levels. As for the "what does a player do when he/she is 'out' of the combat for 6 rounds?". Uhmmm... sit there like an adult and enjoy the fact that everyone else is having fun trying to save your characters sorry @$$? Or, I suppose, act like a spoiled child, whine, bitch and moan about 'not getting to do anything' for a whole five to ten minutes, with the added bonus of greatly annoying and reducing the fun of everyone else at the table because now they feel guilty/bad for making their save. Personally, I game with the former type of player...the later type get the "Don't call me, I'll call you" line as they are walking out the door. As an aside, what I also allow my players to do if their characters are "out of it" for a bit, is to freely offer suggestions to everyone else at the table. These players can look up rules, spells, abilities, etc for everyone and offer suggestions to them. I see them as a sort of "panicking consciousness" of the other PC's. Desperation breeds innovation and all that. DM: [I]Thalgaar falls under the spell and stops moving! Looks like you, Yanvah, are the only one left standing![/I] Player 1: [I]Oh crap! Uh, um...what do I do?!?! Uhmmm....[/I] Players 2 - 4: [I]Hey, why don't you [insert several ideas]...maybe that will work.[/I] Player 1: [I]Ok, I'll [insert best idea].[/I] DM: [I]With the smell of burnt flesh, some of which is your own, you find yourself standing. Barely. All the buggaboos lay dead around you, crisp and smoking from your fantastic maneuver. A few seconds later, Thalgaar, a bit singed around the edges, slowly sits up...[/I] Player 2: [I]What happened...uggghhh....[/I] Player 1: [I]I'm not sure, it's all a blur. I saw you go down, and panicked. A million things raced through my head, I though for sure we were all going to die and get eaten! Then, suddenly, I got an idea...[/I] That's how it is in my D&D games. Players are [I]always[/I] "playing", even if they don't have an actual horse in the race, so to speak. A lot of the time's the player(s) quite happy to just sit there and see what happens next. That's one of the cool things about RPG's...seeing what happens next, of not knowing the outcome, and of knowing that at any time things can go horrible, horribly wrong. :) ^_^ Paul L. Ming [/QUOTE]
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Removing save-each-turn mechanic
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