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General Tabletop Discussion
*Pathfinder & Starfinder
SoD, how can we accommodate everyone?
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<blockquote data-quote="Oni" data-source="post: 5817340" data-attributes="member: 380"><p>The most obvious thing that comes to mind would be to give spells key words like Death/Petrification/et c., those keywords would dictate certain things like how they might interact with certain defenses or how they might be recovered from. </p><p></p><p>Next based on the style of play that you want, you can opt to go with Saving Throw Module A, in which it's one save between you and whatever ill effect you're trying to ward off. Or you can go with Saving Throw Module B, in which powers and spells that have certain keywords, such as Death/Petrification/et c. allow three saving throws, the first fail is dazed, second is stunned, third is the full effect (or some three cascading effects, they should at least be efficacious enough so that using this module wouldn't render such powers not worth using in place of other powers). You could have a suggestion for fine tuning the level of lethality by lengthening or shortening the track. Now depending on the average chance of a successful saving throw some penalty after first failed save may be necessary to keep the effect having some teeth, but that sort of thing is a bit hard to say without knowing exactly what the final saving throw mechanic and the numbers surrounding it are. </p><p></p><p>There are other ways you could further tweak something like the Saving Throw Module B that I suggested above. You could make magical effects, poison effect, et c. dispellable by an appropriate spell or power if they are used before the duration is complete (incidentally I think this is a more interesting way of using dispel than to get rid of buffs). In the case of magic you could make killing the caster before the effect takes hold dispel it as well, that would have some interesting tactical implications for combat. You could make a successful save end the effect, or three saves happen no matter what so the power is like to have some effect even if it's not ultimately lethal (i.e. you can't suffer death from it because it's not possible to fail three saves after making the first, but it is still possible to fail one or two and suffer a minor or medium consequence for a short duration), you could have successful saves move you one step up the track rather than ending the effect until they either get back to step zero or succumb.</p></blockquote><p></p>
[QUOTE="Oni, post: 5817340, member: 380"] The most obvious thing that comes to mind would be to give spells key words like Death/Petrification/et c., those keywords would dictate certain things like how they might interact with certain defenses or how they might be recovered from. Next based on the style of play that you want, you can opt to go with Saving Throw Module A, in which it's one save between you and whatever ill effect you're trying to ward off. Or you can go with Saving Throw Module B, in which powers and spells that have certain keywords, such as Death/Petrification/et c. allow three saving throws, the first fail is dazed, second is stunned, third is the full effect (or some three cascading effects, they should at least be efficacious enough so that using this module wouldn't render such powers not worth using in place of other powers). You could have a suggestion for fine tuning the level of lethality by lengthening or shortening the track. Now depending on the average chance of a successful saving throw some penalty after first failed save may be necessary to keep the effect having some teeth, but that sort of thing is a bit hard to say without knowing exactly what the final saving throw mechanic and the numbers surrounding it are. There are other ways you could further tweak something like the Saving Throw Module B that I suggested above. You could make magical effects, poison effect, et c. dispellable by an appropriate spell or power if they are used before the duration is complete (incidentally I think this is a more interesting way of using dispel than to get rid of buffs). In the case of magic you could make killing the caster before the effect takes hold dispel it as well, that would have some interesting tactical implications for combat. You could make a successful save end the effect, or three saves happen no matter what so the power is like to have some effect even if it's not ultimately lethal (i.e. you can't suffer death from it because it's not possible to fail three saves after making the first, but it is still possible to fail one or two and suffer a minor or medium consequence for a short duration), you could have successful saves move you one step up the track rather than ending the effect until they either get back to step zero or succumb. [/QUOTE]
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SoD, how can we accommodate everyone?
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