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*Pathfinder & Starfinder
Saving Throws: What Should Become of Them?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5774756" data-attributes="member: 54877"><p>I'd like to see them at least experiment with a condition track model that included positive conditions, as was briefly discussed on the 4E house rules forum some time ago. (I've lost track of the thread with all the forum thread moving and merging since.) Anyway, I've been experimenting with that idea for some homebrew (only somewhat D&D-ish) stuff, where it seems to work very well. I'm not as sure if it will work for D&D though.</p><p> </p><p>You'd have several tracks for major types of conditions. For example:</p><p> </p><p>Movement: Petrified | Held | Restrained | Normal | Loose | Mobile | Free</p><p> </p><p>Most effects move you a spot up or down the track. Only really powerful effects move you more. The big advantage is in how stacking would work. You only get the worst and best effect on your track at any time, but you do get to slide for whatever that best effect is. (That is, number of slots from "Normal". If you best good effect is "Loose", that moves you one slot to right from wherever you otherwise would be with a bad effect, if any.")</p><p> </p><p>So a medusa petrifies you. You aren't making your save. Your cleric or wizard buddy isn't nearly powerful enough to hit you with a "freedom" spell, which would apply the "free" condition and cancel out the petrification while the durations overlap. But he can hit you with a lesser spell that gives you the "mobile" condition for a short time. This lets you shift the petrification up to restrained (which works much like 4E difficult terrain). After the fight, the spell will wear off, and the party will have to find a more permanent reversal. You got to participate, but the nasty effects are still nasty. OTOH, the spells they needed to keep you in the fight are also useful in lesser situations. Making you "mobile" when no nasty monster effects are thrown around can still help with environment. </p><p> </p><p>In this system, too, "Held" wouldn't be quite as bad as the AD&D hold spells. You'd have limited movement with it on. So if your cleric buddy has a permanent cure type spell that slides you one step up, you can at least talk and walk with them while they find a complete fix. In a pinch, you can even keep going, depending upon the casters to keep you "Mobile" in every fight. But you definitely know you've been hit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5774756, member: 54877"] I'd like to see them at least experiment with a condition track model that included positive conditions, as was briefly discussed on the 4E house rules forum some time ago. (I've lost track of the thread with all the forum thread moving and merging since.) Anyway, I've been experimenting with that idea for some homebrew (only somewhat D&D-ish) stuff, where it seems to work very well. I'm not as sure if it will work for D&D though. You'd have several tracks for major types of conditions. For example: Movement: Petrified | Held | Restrained | Normal | Loose | Mobile | Free Most effects move you a spot up or down the track. Only really powerful effects move you more. The big advantage is in how stacking would work. You only get the worst and best effect on your track at any time, but you do get to slide for whatever that best effect is. (That is, number of slots from "Normal". If you best good effect is "Loose", that moves you one slot to right from wherever you otherwise would be with a bad effect, if any.") So a medusa petrifies you. You aren't making your save. Your cleric or wizard buddy isn't nearly powerful enough to hit you with a "freedom" spell, which would apply the "free" condition and cancel out the petrification while the durations overlap. But he can hit you with a lesser spell that gives you the "mobile" condition for a short time. This lets you shift the petrification up to restrained (which works much like 4E difficult terrain). After the fight, the spell will wear off, and the party will have to find a more permanent reversal. You got to participate, but the nasty effects are still nasty. OTOH, the spells they needed to keep you in the fight are also useful in lesser situations. Making you "mobile" when no nasty monster effects are thrown around can still help with environment. In this system, too, "Held" wouldn't be quite as bad as the AD&D hold spells. You'd have limited movement with it on. So if your cleric buddy has a permanent cure type spell that slides you one step up, you can at least talk and walk with them while they find a complete fix. In a pinch, you can even keep going, depending upon the casters to keep you "Mobile" in every fight. But you definitely know you've been hit. :D [/QUOTE]
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Saving Throws: What Should Become of Them?
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