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*TTRPGs General
Why Defenses (saves)?
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<blockquote data-quote="Frostmarrow" data-source="post: 5750575" data-attributes="member: 1122"><p>To sum up. There are a couple of cons with this method:</p><p></p><p>* Limits the design space visavi classes and their hit points.</p><p></p><p>* Some effects are supposed to be more of a hindrance than outright defeating.</p><p></p><p>* Sometimes you want to short-circuit the hit point supremacy.</p><p></p><p>Let's take Medusa again. Perseus shows up with his men-at-arms. The men succumb to the Medusa's gaze and are petrified. The men don't have a lot of hit points on account of being low level and generic. Perseus finds a way to avoid Medusa's gaze becuse he is made of stronger stuff, being a hero and having levels, and thus have more hit points.</p><p></p><p>Even though I realize there is massive work needed to make this work I'm still fond of the idea. For example:</p><p></p><p>Let's say you run into two goblins, a witch and a ghost. The goblins will stick spears in your back. The witch will shake a rattle at you and the ghost will simply present you it's true visage. They all deal damage to you. However, if you get it from the goblins you will be bleeding out on the floor. If you get it from the witch you will be turned into a toad. The ghost will make you age. After the fight your recovery will be subject to how you were defeated. Your friends have band-aids but what can they do to remedy you being a toad or 100 years old?</p><p></p><p>I'll address the three cons mentioned above:</p><p></p><p>* Yes, most classes would all have the same amount of hp. If you base hp after your best stat (instead of Con) the problem is hidden. Something that is done with 4E to hit rolls, and makes some people cringe.</p><p></p><p>* You could make debilitating effects present a choice. Take a given amount of damage or agree to move slower. This represents exertion on behalf of the targeted character.</p><p></p><p>* Taking a shortcut to victory is a foolish notion. It shouldn't be possible. In fact, traditional saving thows is the work around to fix the shortcut problem. Something I don't have to worry about in this variant.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 5750575, member: 1122"] To sum up. There are a couple of cons with this method: * Limits the design space visavi classes and their hit points. * Some effects are supposed to be more of a hindrance than outright defeating. * Sometimes you want to short-circuit the hit point supremacy. Let's take Medusa again. Perseus shows up with his men-at-arms. The men succumb to the Medusa's gaze and are petrified. The men don't have a lot of hit points on account of being low level and generic. Perseus finds a way to avoid Medusa's gaze becuse he is made of stronger stuff, being a hero and having levels, and thus have more hit points. Even though I realize there is massive work needed to make this work I'm still fond of the idea. For example: Let's say you run into two goblins, a witch and a ghost. The goblins will stick spears in your back. The witch will shake a rattle at you and the ghost will simply present you it's true visage. They all deal damage to you. However, if you get it from the goblins you will be bleeding out on the floor. If you get it from the witch you will be turned into a toad. The ghost will make you age. After the fight your recovery will be subject to how you were defeated. Your friends have band-aids but what can they do to remedy you being a toad or 100 years old? I'll address the three cons mentioned above: * Yes, most classes would all have the same amount of hp. If you base hp after your best stat (instead of Con) the problem is hidden. Something that is done with 4E to hit rolls, and makes some people cringe. * You could make debilitating effects present a choice. Take a given amount of damage or agree to move slower. This represents exertion on behalf of the targeted character. * Taking a shortcut to victory is a foolish notion. It shouldn't be possible. In fact, traditional saving thows is the work around to fix the shortcut problem. Something I don't have to worry about in this variant. [/QUOTE]
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