Balancer-wise this seems OK. Instead of having the target make a save, the
caster makes a spell roll. The number of rolls stay the same, and the
probabilities probably won`t change that much.
As long as you figure how to handle the action. I guess what you are
sayingis that the chartacter uses up his NEXT action. . If it is a partial
action, do you then get a move-equivalent action on your next round? May I
suggest that this be a move-equivalent action - thay way you can save, and
still do a partial action in your next round
----- Original Message -----
From: “Christoph Tiemann” tiemach@UNI-MUENSTER.DE
To: BIRTHRIGHT-L@ORACLE.WIZARDS.COM
Sent: Tuesday, January 14, 2003 4:35 PM
Subject: Re: Saving throws rules question
Thanks for all the insight on this topic. After reading your posts I have
decided to give this system a try. Ill be starting a new campaign on Saturday with one experienced player and a bunch of total newbies who cant
tell apart a d20 from a d4, so I guess I won`t run into too much trouble
because I dared to change a line in the rule books.
For now, the rule will run as follows:
Making a saving throw is optional and requires a partial (or
move-eqivalent - that`s essentially the same I guess) action.
I will make clear to my players that this rule will have to be tested and
could be changed if it doesn`t work out. For now, I guess that this is a
reasonable compromise.
Victims of a spell who take a save will still be able to accomplish
something during a round, just not so much.
I believe the rule can be easily rationalized in all cases I could think of:
Fireball - the victim jumps aside or ducks to cover; Charm - the victim has
to exert a conscious effort to fight off the foreign influence in his mind
trying to take over; Poison - the victim has to overcome severe pain,
stomach cramps etc. before his body system is again under control.
This will of course, as pointed out, make magic more powerful. However, I
already fiddled around with the magic system a lot, using 2e Player`s
Option: Spells & Magic. I use a spellpoint system instead of the spell
slots, as I believe this is easier to keep track of and offers more freedom
of choice. Arcane Spellcasters channel a small amount of Mebhaighl through
their bodies, an exhausting process. They have to make an exhaustion check
every time they cast a spell or they become tired or even unconscious
(Depending on the amount they fail their check by and/or pre-existing
conditions). They check is basically identical to a KON save, but using the
ability modifier for Intelligence or Charisma against a DC of 15+Spell
level.
Divine Spellcaster use a set of Conditional magic. They don`t face
exhaustion, but every caster has a number of positive or negative conditions
determined by his belief which influence his spellcasting. A divine
spellcaster who tries to get off a spell under unfavourable conditions faces
the possibility that his spells are diminished in effect, fail entirely and
he might even suffer from a magical backlash. Once again, this is a check
against a DC of 15+Spell level.
All in all, I believe that these hindrances balance out enough against the
increased power of magic by making saving throws partial actions.
To those of you, who think that this also requires to introduce a defence
action into combat, Id like to point out p. 64 of the DMG. It introduces a variant rule regarding AC. Using this rule use a d20 and add all your AC modifiers to determine your Defence against an opponents attack roll. The
rule also states that the normal use of AC can be regarded as “taking 10” on
your defence roll. So, in a sense, we already have a defence action.
Christoph Tiemann
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