Eric Finley
First Post
This is something I've been using in my own campaign...
The variability of Save Ends durations is an excellent mechanism, but it's ill suited to beneficial effects. There's pretty much nothing in between "until the end of your next turn" and "until the end of the encounter" except for Sustained powers. And while Sustaining is also an excellent mechanic, it serves a very different niche.
Hence my addition of Save Continues. This is generally applied to item powers, though that's mostly because this the area where a DM can most comfortably play around with mechanics, not necessarily because it's the objectively best arena for them. (Though it's close, anyway.)
Save Continues - Duration option. An effect with this duration will cease at the end of each of its owner's turns, unless he has rolled a successful saving throw to continue it. He gets one saving throw at the end of his turn; other saves granted by allies are helpful in that they provide extra chances to make the save (though, unlike Save Ends, the timing of the extra saving throws isn't crucial). If you begin a Save Continues effect during your turn, you don't check for successful saves to continue it until the end of your next turn.
Two example items given out early in the campaign, to level 1 PCs, follow. I've been adding a few "level zero" items to smooth the curve between no magic and a full +1 weapon, and because I generally like for every single enchanted item to be theoretically unique - even if, like Vengail's Mace, it's only unique because it belonged to an elite thug with a snippet of backstory.
Vengail's Mace (Level 0 magic item, value 200gp)
Vengail was a street brawler who aspired to more. He made his mark when, having been challenged to a fight to first blood over territory, he drew first blood on himself - with a mace - and then procceeded to hammer his "victorious" opponent to a pulp. Later on, he accepted his last commission - to kill a sleeping PC cleric - and almost succeeded, despite the presence of the cleric's paladin companion across the hall. The cleric carries Vengail's mace as a reminder to himself.
Critical: +1d6 if its power is currently active (at any level).
Power (Encounter, Standard action) - Clench the mace head hard enough to draw blood from your fist (1HP). This mace increases its enchantment to +1 and inflicts d10 damage (save continues). Aftereffect: enchantment is +1, damage die drops back to d8 (save continues). Aftereffect: +1 damage on hits with this mace (save continues).
Note that I've already okayed upgrading Vengail's Mace to a permanent +1 item (which boosts to +2 when triggered) as a Level 5 item - same progression as everything else. Moreover I think the upgraded version will probably drop to a move action to fire it off; the standard action is a bit high right now.
Helm of Bloodshot Eyes (Level 0 magic item, value 200gp)
Who better to serve as the bouncer for a whorehouse with pretensions than a clinical insomniac voyeur? Little escapes him - except rest. Even in death - perhaps the only reason this item is enchanted is some lingering vestige of his restless ghost.
Power (Encounter, Minor action) - Spend a healing surge. Gain +2 to Perception checks but -1 to Will defense (save continues both). You may make an active Perception check as a free action immediately.
(Alas, the PCs missed this one - they exited via a back window and missed the "brawl in a whorehouse" encounter entirely. Including "Butterfly," the elite goblin Wizard/Courtesan! Ah, well.)
The variability of Save Ends durations is an excellent mechanism, but it's ill suited to beneficial effects. There's pretty much nothing in between "until the end of your next turn" and "until the end of the encounter" except for Sustained powers. And while Sustaining is also an excellent mechanic, it serves a very different niche.
Hence my addition of Save Continues. This is generally applied to item powers, though that's mostly because this the area where a DM can most comfortably play around with mechanics, not necessarily because it's the objectively best arena for them. (Though it's close, anyway.)
Save Continues - Duration option. An effect with this duration will cease at the end of each of its owner's turns, unless he has rolled a successful saving throw to continue it. He gets one saving throw at the end of his turn; other saves granted by allies are helpful in that they provide extra chances to make the save (though, unlike Save Ends, the timing of the extra saving throws isn't crucial). If you begin a Save Continues effect during your turn, you don't check for successful saves to continue it until the end of your next turn.
Two example items given out early in the campaign, to level 1 PCs, follow. I've been adding a few "level zero" items to smooth the curve between no magic and a full +1 weapon, and because I generally like for every single enchanted item to be theoretically unique - even if, like Vengail's Mace, it's only unique because it belonged to an elite thug with a snippet of backstory.
Vengail's Mace (Level 0 magic item, value 200gp)
Vengail was a street brawler who aspired to more. He made his mark when, having been challenged to a fight to first blood over territory, he drew first blood on himself - with a mace - and then procceeded to hammer his "victorious" opponent to a pulp. Later on, he accepted his last commission - to kill a sleeping PC cleric - and almost succeeded, despite the presence of the cleric's paladin companion across the hall. The cleric carries Vengail's mace as a reminder to himself.
Critical: +1d6 if its power is currently active (at any level).
Power (Encounter, Standard action) - Clench the mace head hard enough to draw blood from your fist (1HP). This mace increases its enchantment to +1 and inflicts d10 damage (save continues). Aftereffect: enchantment is +1, damage die drops back to d8 (save continues). Aftereffect: +1 damage on hits with this mace (save continues).
Note that I've already okayed upgrading Vengail's Mace to a permanent +1 item (which boosts to +2 when triggered) as a Level 5 item - same progression as everything else. Moreover I think the upgraded version will probably drop to a move action to fire it off; the standard action is a bit high right now.
Helm of Bloodshot Eyes (Level 0 magic item, value 200gp)
Who better to serve as the bouncer for a whorehouse with pretensions than a clinical insomniac voyeur? Little escapes him - except rest. Even in death - perhaps the only reason this item is enchanted is some lingering vestige of his restless ghost.
Power (Encounter, Minor action) - Spend a healing surge. Gain +2 to Perception checks but -1 to Will defense (save continues both). You may make an active Perception check as a free action immediately.
(Alas, the PCs missed this one - they exited via a back window and missed the "brawl in a whorehouse" encounter entirely. Including "Butterfly," the elite goblin Wizard/Courtesan! Ah, well.)