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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="Joshua Randall" data-source="post: 6920844" data-attributes="member: 7737"><p>A hack I've been contemplating for Save Ends inspired by 13th Age and my own desire to make Save Ends not *worse* than Until End of Next Turn (as the game designers seem to think (se) is superior, see lots of powers' miss effects).</p><p></p><p>What you need: a way to track conditions that has three states: full effect, waning, and gone. So technically you only need to tack the first two states because when the condition is gone we just remove the tracker.</p><p></p><p>You could use tokens with different colored sides, or (what I use) 'condition flags' that can either be fully vertical or kind of diagonal/horizontal (like tapped Magic cards).</p><p></p><p>Rules Changes</p><ul> <li data-xf-list-type="ul">General change: Roll 'Save Ends' when your turn starts instead of when it ends.</li> <li data-xf-list-type="ul">When you make a saving throw, on success, the condition becomes 'waning'. On a failure, the condition remains in full effect.</li> <li data-xf-list-type="ul">Waning conditions go away by themselves at the start of your next turn.</li> </ul><p></p><p>Implication: you always take at least one round's worth of effects from the (save ends) condition.</p><p></p><p></p><p>How this works:</p><p></p><ul> <li data-xf-list-type="ul">Monster's turn, it hits you with a Melting Attack and you pick up ongoing 5 damage (save ends).</li> <li data-xf-list-type="ul">Start of your turn, you make a saving throw and fail. The ongoing damage remains in full effect. You take 5 damage at the start of your turn (as normal).</li> <li data-xf-list-type="ul">Start of your next turn, you make another saving throw, this time you succeed. The ongoing damage becomes waning. You take 5 damage at the start of your turn (as normal).</li> <li data-xf-list-type="ul">Start of your third turn, the ongoing damage goes away. You don't take any more damage.</li> <li data-xf-list-type="ul">Total damage taken: 10.</li> </ul></blockquote><p></p>
[QUOTE="Joshua Randall, post: 6920844, member: 7737"] A hack I've been contemplating for Save Ends inspired by 13th Age and my own desire to make Save Ends not *worse* than Until End of Next Turn (as the game designers seem to think (se) is superior, see lots of powers' miss effects). What you need: a way to track conditions that has three states: full effect, waning, and gone. So technically you only need to tack the first two states because when the condition is gone we just remove the tracker. You could use tokens with different colored sides, or (what I use) 'condition flags' that can either be fully vertical or kind of diagonal/horizontal (like tapped Magic cards). Rules Changes [LIST] [*]General change: Roll 'Save Ends' when your turn starts instead of when it ends. [*]When you make a saving throw, on success, the condition becomes 'waning'. On a failure, the condition remains in full effect. [*]Waning conditions go away by themselves at the start of your next turn. [/LIST] Implication: you always take at least one round's worth of effects from the (save ends) condition. How this works: [LIST] [*]Monster's turn, it hits you with a Melting Attack and you pick up ongoing 5 damage (save ends). [*]Start of your turn, you make a saving throw and fail. The ongoing damage remains in full effect. You take 5 damage at the start of your turn (as normal). [*]Start of your next turn, you make another saving throw, this time you succeed. The ongoing damage becomes waning. You take 5 damage at the start of your turn (as normal). [*]Start of your third turn, the ongoing damage goes away. You don't take any more damage. [*]Total damage taken: 10. [/LIST] [/QUOTE]
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