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Author Topic: Preferred Saving Throw Mechanic  (Read 2033 times)

Nerzenjäger

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Preferred Saving Throw Mechanic
« Reply #30 on: December 13, 2018, 01:06:59 PM »
Quote from: Steven Mitchell;1068403
Or better yet, do that and rename the abilities:  Weak, Frail, Clumsy, Stupid, Foolish, and Annoying.  Having a low score in those would be a good thing.


lol

silly, but cool idea
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RPGPundit

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Preferred Saving Throw Mechanic
« Reply #31 on: December 21, 2018, 03:35:29 AM »
Quote from: S'mon;1068257
I like the Swords & Wizardry single save best. d20 vs target number that varies by class and level.


I do a variant of this in Lion & Dragon.
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S'mon

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Preferred Saving Throw Mechanic
« Reply #32 on: December 21, 2018, 04:58:57 AM »
Quote from: RPGPundit;1069330
I do a variant of this in Lion & Dragon.

I'm tempted... I think if I reboot my low-magic Yggsburgh/County Kallent campaign, which has a semi-historical feel and a monotheist Church of the Unconquered Sun, I'll go with L&D.

Snowman0147

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Preferred Saving Throw Mechanic
« Reply #33 on: December 21, 2018, 12:41:51 PM »
In my Weird Hack that I am working on I made my three vitals; physique, reflexes, and willpower into roll down saving throws.  Not to mention as HP so the damaged you are the more likely you will fail future rolls.  Makes protection really valuable as armor, shields, and wards add HP to those vitals.

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Preferred Saving Throw Mechanic
« Reply #34 on: December 24, 2018, 04:44:14 AM »
Quote from: S'mon;1069335
I'm tempted... I think if I reboot my low-magic Yggsburgh/County Kallent campaign, which has a semi-historical feel and a monotheist Church of the Unconquered Sun, I'll go with L&D.


You absolutely should.
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ronwisegamgee

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Preferred Saving Throw Mechanic
« Reply #35 on: December 25, 2018, 11:39:54 AM »
Conceptually, I like how 5e makes every ability a saving throw as well, although there's still too high a propensity to assign a Constitution, Dexterity, or Wisdom save to stuff (though I may be wrong).

As far as my favorite application of the saving throw mechanic is concerned, I'd have to give it to Mutants & Masterminds with its Toughness save, which determines how much you were able to resist the effects of an attack were.  The thing that gave it that extra touch was that as you took hits, future Toughness saves were harder and harder to succeed, as you'd accrue a -1 Toughness save penalty per hit taken (making it ablative).

Malleustein

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Preferred Saving Throw Mechanic
« Reply #36 on: December 27, 2018, 02:50:01 PM »
I was happy with the d20 three saving throws mechanic for many years.

I prefer the one saving throw of Swords & Wizardry White Box and Lion & Dragon.
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hedgehobbit

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« Reply #37 on: December 29, 2018, 11:25:02 AM »
Quote from: Chris24601;1068261
Honestly, I think my true ideal would be the 3e Unearthed Arcana rule of "Player's Roll Everything" where they also make saving rolls against weapon attacks with a static DC of 10+monster attack bonus. When I GM I have enough to worry about without having to roll half a dozen attack rolls each turn of combat, the players only have to manage their characters.
I use a similar rule, but if you want the probabilities to be exactly the same it's actually 11+bonus, not 10+

I write all things, attack bonuses, AC, spell saves, as +5 [16]. This way anyone can make the roll. I can have players make attack rolls, players make defense saving throws, or even monsters making attack saves, all depending on what works best at that instance.

As for saving throws, I prefer the more ad-hoc method of just listing things a character is good at saving (+4) or bad at saving (-4) versus a target number based on level. There aren't fixed categories. For example, magic users get a bonus versus Spells whereas an elf gets bonuses versus Enchantments.

I also treat armor as a saving throw versus damage but that's an entirely different thing.