Saving Throws: official ruling
Posted: Sun Dec 28, 2008 12:44 pm
this keeps Resilience but allows extra player options...
Saving Throws
Whenever the rules allow a harmful effect to bypass a target’s Defense Pool(s), a “Saving Throw” is allowed. This is an opposed roll triggered only by specific circumstances, like some magic effects or unusual types of damage.
A Saving Throw is either forced or invoked. If forced, the situation or attacker “forces” the target to make a Saving Throw. Failing this save often means direct harm to Toughness, or succumbing to some unfortunate condition. If invoked, the defender opts to make a Saving Throw, usually because the needed Defense Pool’s score is at zero.
Common Saving Throws
Arcanists may attempt to bypass their target’s Resilience, thereby “forcing” the defender to make a Saving Throw. Or, lacking any Resilience points, a defender may “invoke” a Saving Throw to better defend himself.
Curse or Obscure spells (spells or spell-like effects that targets a specific Ability): Roll Willpower or Endurance to save (the nature of the spell determines which of these is used)), then the difference is applied to the targeted Ability, as long as the spell is maintained.
5. Harm spells: Roll Reflexes, Endurance, or Willpower to save (the nature of the spell determines which of these is used). If the spell roll exceeds the Ability roll, then the difference is applied to Toughness.
6. Influence spells: Roll Willpower to save. If the spell roll exceeds the Ability roll, then the appropriate Influence effect is applied, as long as the spell is maintained.
7. Poison: Roll poison damage vs. Resistance > Poison. The difference in rolls is applied to Toughness (or to a specific Ability, depending on the nature of the poison).
8. Environmental conditions: Roll environmental damage vs. Endurance. Difference in rolls is applied to Toughness.
9. Traps and Disaster Avoidance: Roll Reflexes or Speed vs Challenge Rank of the trap or danger.
10. Falling damage: Roll Endurance vs. the amount of damage. Difference in rolls is applied to Toughness.
Thank you all, for the ideas. I'll put you in the playtester credits.
Saving Throws
Whenever the rules allow a harmful effect to bypass a target’s Defense Pool(s), a “Saving Throw” is allowed. This is an opposed roll triggered only by specific circumstances, like some magic effects or unusual types of damage.
A Saving Throw is either forced or invoked. If forced, the situation or attacker “forces” the target to make a Saving Throw. Failing this save often means direct harm to Toughness, or succumbing to some unfortunate condition. If invoked, the defender opts to make a Saving Throw, usually because the needed Defense Pool’s score is at zero.
Common Saving Throws
Arcanists may attempt to bypass their target’s Resilience, thereby “forcing” the defender to make a Saving Throw. Or, lacking any Resilience points, a defender may “invoke” a Saving Throw to better defend himself.
Curse or Obscure spells (spells or spell-like effects that targets a specific Ability): Roll Willpower or Endurance to save (the nature of the spell determines which of these is used)), then the difference is applied to the targeted Ability, as long as the spell is maintained.
5. Harm spells: Roll Reflexes, Endurance, or Willpower to save (the nature of the spell determines which of these is used). If the spell roll exceeds the Ability roll, then the difference is applied to Toughness.
6. Influence spells: Roll Willpower to save. If the spell roll exceeds the Ability roll, then the appropriate Influence effect is applied, as long as the spell is maintained.
7. Poison: Roll poison damage vs. Resistance > Poison. The difference in rolls is applied to Toughness (or to a specific Ability, depending on the nature of the poison).
8. Environmental conditions: Roll environmental damage vs. Endurance. Difference in rolls is applied to Toughness.
9. Traps and Disaster Avoidance: Roll Reflexes or Speed vs Challenge Rank of the trap or danger.
10. Falling damage: Roll Endurance vs. the amount of damage. Difference in rolls is applied to Toughness.
Thank you all, for the ideas. I'll put you in the playtester credits.