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General Tabletop Discussion
*TTRPGs General
Why Defenses (saves)?
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<blockquote data-quote="I'm A Banana" data-source="post: 5750178" data-attributes="member: 2067"><p>It's a fair question! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The main reason is because there are other effects that may incapacitate you, and it's useful to distinguish between the incapacitation that is occurring. You might have better resistance to Charms than to Poison, for instance, and it would be useful to thematically be able to represent that each time you are hit with a charm, rather than just when you are "killed" by a charm. Your mind is better able to resist charms, so you more easily ignore them entirely. Or maybe you can dodge an arrow, but it wouldn't make sense to dodge that poisoned food you just ate. Or you can get willpower to resist a sleep spell, but you can't "willpower" your way through dragon breath. </p><p></p><p>But I think your idea could certainly work, with a few adjustments. HP is an abstract resource, and there's no reason it can't be made MORE abstract, as a sort of general timeline of how close you are to doom. Maybe a "lesser" version of the tag comes into play when you are first bloodied? Maybe the "tag" comes into play each time you are damaged, either as a form of DR, or as a defense bonus?</p><p></p><p>Like, an enemy tries to hit our elf friend with a sleep spell. Well, elves are "immune" to sleep, so that doesn't do any damage. Or, if they try to hit our charm-resistant buddy above, they take a -2 penalty to their attack roll. </p><p></p><p>I don't see how these aren't really compatible with defenses at least as they are in 4e -- as a sort of AC the creature needs to hit. But I certainly see the merit in saying "Anything bad that happens deals HP damage."</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5750178, member: 2067"] It's a fair question! :) The main reason is because there are other effects that may incapacitate you, and it's useful to distinguish between the incapacitation that is occurring. You might have better resistance to Charms than to Poison, for instance, and it would be useful to thematically be able to represent that each time you are hit with a charm, rather than just when you are "killed" by a charm. Your mind is better able to resist charms, so you more easily ignore them entirely. Or maybe you can dodge an arrow, but it wouldn't make sense to dodge that poisoned food you just ate. Or you can get willpower to resist a sleep spell, but you can't "willpower" your way through dragon breath. But I think your idea could certainly work, with a few adjustments. HP is an abstract resource, and there's no reason it can't be made MORE abstract, as a sort of general timeline of how close you are to doom. Maybe a "lesser" version of the tag comes into play when you are first bloodied? Maybe the "tag" comes into play each time you are damaged, either as a form of DR, or as a defense bonus? Like, an enemy tries to hit our elf friend with a sleep spell. Well, elves are "immune" to sleep, so that doesn't do any damage. Or, if they try to hit our charm-resistant buddy above, they take a -2 penalty to their attack roll. I don't see how these aren't really compatible with defenses at least as they are in 4e -- as a sort of AC the creature needs to hit. But I certainly see the merit in saying "Anything bad that happens deals HP damage." [/QUOTE]
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Why Defenses (saves)?
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