Saving
Throws
It
often happens in the course of adventurous affairs that adventurous
sorts must rely on divine providence, dumb luck, and the smiling of
Fate herself to carry the day. These necessarily tense times are
handled by Saving Throws.
There is one base range of Saving Throws for all classes. These are
modified by the attribute most related to the attempt and the class
of the character.
Level
|
Roll
Required (2d6)
|
1-3
|
12
|
4-6
|
10
|
7-9
|
8
|
10-12
|
7
|
13+
|
6
|
Modifiers
- + Relevant Attribute
- Class-based modifier +2
- IF STR or CON are relevant attributes AND class is MIGHT
- IF INT or WIZ are relevant attributes AND class is MAGIC
- IF DEX or CHAR are relevant attributes AND class is MIEN
Some examples
of relevant attributes:
STR anything
related to pure muscle power
CON anything
related to the character's vitality or anything that alters thr
character physically, ie polymorph or petrification.
DEX anything
that can be avoided by moving out of the way
CHAR there
aren't many Saving Throws that benefit from CHAR
INT anything
that affects, alters, or attempts to directly control the target's
mind
WIZ any other
spell or spell-like effect not specifically related to one of the
other attributes.
A roll of “2”
always fails,
regardless of modifiers.
Saving
Throws as Task Resolution
While it
would lack the “feel” of the Good-At system, there is no reason
Saving Throws could not be used to resolve more mundane situations,
as well as life-or-death situations. It would be a simple matter of assigning the task a relevant
attribute and making a Saving Throw. Want your Mien character to
scale a wall? Make a Saving Throw with the DEX mod and class mod.
Many tasks could come under more than one attribute, fostering the
player to think like their character, seeking any natural advantage
they could find in any given situation.
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