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What types of Saving Throws do you like?
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<blockquote data-quote="kenada" data-source="post: 8944738" data-attributes="member: 70468"><p>What’s the contention? That saving throws have changed in nature due to variable DCs? It’s the variable DC that I dislike. I don’t necessarily care about how nasty effects were in older games, but I don’t like having to design around a progression treadmill when creating traps and monsters. I just want to say, “save versus X,” and trust the system to handle the rest. That’s why my homebrew system follows the old-school approach with modifications (and other influences).</p><p></p><p>[SPOILER="Homebrew System Stuff"]</p><p>I use the term “Defense Check” instead of “saving throw”: one, to avoid using a term associated with D&D because of the recent OGL stuff; and, two, as an analogous roll to a Skill Check. There are only two categories (I did say I didn’t like the classic ones): Resilience (innate and for non-magical stuff) and Magic Resistance (based on gear and magical effects).</p><p></p><p>A Defense Check is made based on a category and the approach the PC uses to avoid the effect. The approach is at the player’s discretion (improper methods should be reconsidered if the table things they are not reasonable). The roll is made against fixed degrees of success (the static DC stuff I mentioned in my original post), which determines how severe the effect is. Something like a dragon’s breath can deal anywhere from maximum to no damage depending on the result.</p><p></p><p>If you don’t want to risk a bad result, you can call for a check against stress instead. In that case, you take stress based on the result of your Defense Check, and the original effect is treated as if you had a Complete Success against it. What this allows is hard-hitting effects (like a disintegrate that disintegrates on a Failure), which you can manage by trading off stress. Stress one of several parts of the attrition model. You gain it from both beneficial and harmful effects. What happens when you hit your limit depends, but in this case it just causes you to go unconscious until the end of the current 10-minute turn.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="kenada, post: 8944738, member: 70468"] What’s the contention? That saving throws have changed in nature due to variable DCs? It’s the variable DC that I dislike. I don’t necessarily care about how nasty effects were in older games, but I don’t like having to design around a progression treadmill when creating traps and monsters. I just want to say, “save versus X,” and trust the system to handle the rest. That’s why my homebrew system follows the old-school approach with modifications (and other influences). [SPOILER="Homebrew System Stuff"] I use the term “Defense Check” instead of “saving throw”: one, to avoid using a term associated with D&D because of the recent OGL stuff; and, two, as an analogous roll to a Skill Check. There are only two categories (I did say I didn’t like the classic ones): Resilience (innate and for non-magical stuff) and Magic Resistance (based on gear and magical effects). A Defense Check is made based on a category and the approach the PC uses to avoid the effect. The approach is at the player’s discretion (improper methods should be reconsidered if the table things they are not reasonable). The roll is made against fixed degrees of success (the static DC stuff I mentioned in my original post), which determines how severe the effect is. Something like a dragon’s breath can deal anywhere from maximum to no damage depending on the result. If you don’t want to risk a bad result, you can call for a check against stress instead. In that case, you take stress based on the result of your Defense Check, and the original effect is treated as if you had a Complete Success against it. What this allows is hard-hitting effects (like a disintegrate that disintegrates on a Failure), which you can manage by trading off stress. Stress one of several parts of the attrition model. You gain it from both beneficial and harmful effects. What happens when you hit your limit depends, but in this case it just causes you to go unconscious until the end of the current 10-minute turn. [/SPOILER] [/QUOTE]
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