Tuesday, August 4, 2020

Minimalistic D&D-like, part 3: Saves

Part of a series building a game without levels, hit dice, ability scores or classes. The main resolution is 1d6 for everything.

As a quick recap, numerically and chemically speaking, characters have:

#Hit Points, and some power ups derivated from their amount (+ac and +attacks per round)
#Spell Points per day, and some power ups derivated from their amount (+magic resistance and power) and a list of spells known
#Specials (like being strong, an animal companion, or whatever that is a significative trait but is not a spell)

So, without any level-related characteristic to increment the saving throws, how can we deal with such things when they arise? I'll run over the most common "Save Or" states to see what can be done. 

"Partake of the fruit!!"


Poison: 

* "You drank poison... you died". This can actually work if the poison was telegraphed well enough. I think its even on an actual Raggi's module. Still, you can give the poison 2d6 turns to take effect, in which healing actions can be attempted. Sucking out the venom in the case of snakes, or applying an antidote, for example.  Shifting more agency to the equipment is another of my goals, so, in that line, buying antidotes for different venoms can be something interesting for adventurers to invest in. 

* The person who poisoned you might know or even carry the antidote.

* If it's deadly over time, roll 1d6 and keep that number. For every night or every strenous action you take, decrease the number by 1. Getting rests or treatment lets you re-roll, and maybe heal on a 6. 

* For creatures that can poison you, make it so they need to hit you. Maybe even apply a certain amount of damage (for example, if they score exactly 1 damage) and skip the save altogether. In the end the randomization is the same. If it seems unfair, its because the monster makes the roll, not the victim. But in the end it's the same.

* Poison doesn't have to be deadly: it can be paralizating or narcotic. For example, make it so the effect lasts (1d6-1) turns/hours/whatever.

* Let's not forget the magical solutions: Neutralize Poison is a cleric spell. 

Dragon breath: 

* This is just a dragon attacking, it just covers a big area, but its the same nonetheless. Just take the damage from the hit points, which are already a measure of how likely you are to survive an attack. I happen to have had a good idea for dragon breath and I leave it here for posterity (keep in mind that damage is scaled to an hypotetic game):
"Everyone in range of attack gets 1d6 damage, rolled separately. Then the smallest dice rolled deals damage again to ALL victims"
This way, the more people is attacked, the smallest the extra die will be. Using the same attack, the dragon will do statistically more damage to a single target (average 7, good chance of 12 hp) than to a group of targets (average drops towards 4'5, chances of more than 7+ hp decrease drastically with every new target). This models nicely the concentration of fire of the dragon and can be played around using decoys or even hirelings. But you will never do that, would you?

* The use of shields or any other blockage can shelter you from a little damage versus dragon breath. Of course, magical shields vs dragonbreath are even better, and should be one of the most ubiquitous magic items on any fantasy game that behaves realistically.

Petrification: 

* If players are savvy enough, they will activelly look away from the gaze of the basilisk. If they accept the (-1) penalty to attack rolls, they wont be turned into stone. Unless, you know, they roll a 1 or under. I'm against botch rolls in games, but they can be used in special situations like that. If they botch a roll attacking or running from the basilisk, they are turned to stone.

* You can make it less deadly: you don't turn into rock in a snap: instead you are paralyzed and you have 1d6-1 turns until you become solid rock. Anyone breaking line of sight between the basilisk and you will have you released in 1 turn (be it by covering you with a blanket, shooting an arrow into the basilisk eye, turning off the light, etc). Same for gorgons.

* On the "inventory" side, you can find:
- amulets against petrification (they break when you would otherwise be petrified)
- antidotes against petrification (like a "soft" from FFVII). You can make them cheap (and only works on those that are half-petrified), expensive af (can undo a recent petrification) or mythic (will turn any stone statue to flesh)
- a flash grenade that impedes vision. Same with a darkness spell or provoking a great smoke into the room,
- buying or asking an artificer for sunglasses made of mirrors. 
- installing mirrors at the medusa's halls, then making her follow you so she run into herself at the turn of a corner

* Make it so the gaze must be sustained for a turn (so it will only work on immobilized or tricked PCs)

* Hit points are abstracted enough so they can represent avoiding harms different from physical damage. You can make it so the basilisk gaze deals 1d6 doom damage that ignores armor. Once you are at 0 hp, you are turned into stone.

* The Stone to flesh spell is a thing. There is no reason that you can even make up more spells that ward against more ailings if in need.

* If nothing convinces you, just deal with a death save (see below)

Spells: 

* Make the spells require a mistake from the players to be committed in order to take effect. For example, eating strange fruits from weird silent ladies in the middle of a dungeon. Or make them require intimacy, or touch range. If you approach a weeping, encroached figure in a ghastly place, you can first weigh your chances and then take an action.

* As in poison, giving the spell a chance to work instead of working automatically accomplishes the same stastical function, though shifting the roll from the affected to the caster.

* Polymorph spells are not totally unfair if the target retains the agency in its new shape. Maybe you can play as a frog for a while, maybe even retain your hp and abilities. If you do polymorph, consider giving the players shapes that can still be played. 

* Again, certain inventory can be found or bought to protect from spells. This, paired with giving the spells a time to act (1d6 turns or 1d6 days) will also give players the chance to revert or minimize the damage. If you feel you've been hit by a sleep spell, you can try to eat coffee grains. If you are hearing a charming song, you can try to cover your ears (this makes you unable to hold or use weapons). Put on a walkman if you have one. Invent your share of magical antidotes, but also allow creative approaches. If some vines are coming out of the earth to grab you, dont bother with paralyzation rolls: you can try to cut them in time: give them an AC and start slashing. You can even try to scare or attack the wizard away in that 1d6 time. Who knows! 

* Spells that do damage, work as damage. Or even as dragon breath. Spells would otherwise paralyze can just hinder you slightly (penalties to rolls: you're feeling too cold to properly move, -1 to anything that requires finesse) or hard (penalties that are cumulative each turn: each turn, roll 1d6: on a 1, the chill gets worse: additional -1 and you will freeze completely when you get -3)

Death:

* When you suffer a grievous death, roll 1d6. On a 6, you get better. Fate favours you, something happens, whatever, but you are still OK. This roll can be modified by special things in game, such as having received the blessing of a princess before you had parted to your last quest (roll a second die, keep highest!) or by a healing spell by one of your comrades. EDIT: This also pairs nicely with another rule I made for monks and mummies: Get 1 free success for answering a question.

* Depending on the tone you want for your game, you can make it so this roll is only enabled after that certain things have happened, instead of being enhanced. Anyways, GM will describe something as absurd as the Naruto's resurrections if he must, but you won't die. 



polymorphed, no save.

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