Showing posts with label Abilities. Show all posts
Showing posts with label Abilities. Show all posts

Saturday, 17 October 2020

Radical hACKs: Alternate Saving Throws

Early on I had a lot of players cross checking multiple charts to get the right saving throw. On perusing the forums, I came across a post around unified saving throws and I was hooked on this house rule. This rule greatly simplifies the saving throws by having a single progression and a modifier for class. Each class starts level one at a specified level then advances using their normal progression rate for saves. Having ultimately come to ACKs from Castles & Crusades (ACKs did fighters better, but it's still a great game), I also merged it a little with ability modifiers. 

Here, I draw on the alignment to abilities optional rule in the Rules Cyclopedia (p.266). This is similar to the alignment to abilities in Castles and Crusades and as adopted to a more extreme degree in 5th edition (the whole game sort of revolves around it). I don't use the other modifiers in the original post, here fate points act as a balancer for those pesky death saves so I don't feel the need to add further modifiers.

In play, I have found this is much simpler for me to explain and quickly crosscheck with a simple table (at the bottom). It also greatly simplifies my monster saves behind the screen. Overall, this helps improve the flow of the games and gives a single clear base save for players to track.

The original source post is here: Autarc Forums - unified saving throws

Unified Saving throws

To determine a saving throw add: 
Base Save + Class bonus + Ability modifier + Other modifiers

Base saving throw and progression (table below):

Fighter: 15+, advance by two points every three levels of experience
Thief: 14+, advance by two points every four levels of experience
Divine/Eldritch: 13+, advance by two points every four levels of experience
Arcane: 13+, advance by two points every six levels of experience 

Modified by attribute modifier:

Strength: Save vs Petrification & Paralysis
Intelligence: Save vs Staff & Wands
Wisdom: Save vs Spells
Dexterity: Save vs Blast & Breath
Constitution: Save vs Poison & Death

Charisma doesn’t align to a save, though i was tempted to follow Castles and Crusades method (you could easily do this). The charisma modifier applies to a lot of other aspects of the game including henchman moral and reaction rolls, so I felt comfortable in not aligning it to a save.

Finally, each class gets a bonus save for which they receive a +2 bonus (reducing the save). Class bonuses are listed below.  For classes not listed, first check the primes as it should generally be aligned with that. This can be adjusted when the class is created for different flavour at judges discretion. Below are the classes I have had to use in my game.

Class bonuses are:

Fighter bonus to Petrification & Paralysis
Thief bonus to Blast & Breath
Cleric bonus to Poison & Death 
Mages (Spellweaver) bonus to Staff & Wands
Barbarian bonus to Petrification & Paralysis
Scouts bonus to Blast & Breath
Assassin bonus to Blast & Breath
Mechanists bonus Staff & Wands
Bugfolk Dredger bonus to Blast & Breath
Bugfolk Ovate bonus to Staff & Wands
Bugfolk Scavenger bonus to Staff & Wands
Endjinn Electrum Gendarme bonus to Petrification & Paralysis
Endjinn Gnomium Loremaster bonus to Spells

Base saving throw

Level

Fighter

Thief

Divine/Eldritch

Arcane

1

15+

14+

13+

13+

2

14+

14+

13+

13+

3

14+

13+

12+

13+

4

13+

13+

12+

12+

5

12+

12+

11+

12+

6

12+

12+

11+

12+

7

11+

11+

10+

11+

8

10+

11+

10+

11+

9

10+

10+

9+

11+

10

9+

10+

9+

10+

11

8+

9+

8+

10+

12

8+

9+

8+

10+

13

7+

8+

7+

9+

14

6+

8+

7+

9+


Saturday, 19 October 2019

Fate points linked to attributtes

I use fate points in my games. Given my history with the old d6 Star Wars (Force points), Shadowrun (Edge), Monte Cook's Arcana Unearthed (Hero points) and most recently Warhammer 2ed (Fate Points) they sort of feel natural to add. They give player agency, a bit more control, and result in less player death. Ultimately they make the game a bit more fun and a lot more heroic.

But, there is a catch. I'm also a fan of roll 3d6 and am getting a bit sick of modern games over emphasising abilities/attributes (It's the shadowrun 3ed in me). So, there is a cost, the more blessed you are with abilities, the lass fate points you get. 

Starting Allocation of Fate Points: 

Characters begin with one or more Fate Points based on their net ability bonuses/penalties. The player should record their character’s allocation of Fate Points on their character sheet. To determine this add up all the ability bonuses/penalties numbers for the character and consult the table below.

Net ability
bonus/penalty
Fates
decision
Fate
points
-3 or fewer

10
-2
Chosen of the Gods
9
-1

8
0

7
+1
Fortune Favors the Bold
6
+2

5
+3

4
+4
Fate is Fickle
3
+5

2
+6 or more
Uncaring Fate
1


So, I do this along with roll 5 characters with 3d6 as they fall (and tradoff 2 for 1 prime). It's intended to throw another choice into the mix. Under this system a hero is not defined by large ability scores. The problem with this emphasis of large abilities in modern games is it removes some of the fun of playing characters with a range of abilities and de-emphasises class somewhat.

Under this system I have seen players make choices that they would not have otherwise made. eg. Sorcerers (Wizard) who go for high INT only, trading down other abilities for fate points so they can get the extra spells fate points allow. I give a bit more than recommended in heroic fantasy, but have them only recover once a week, forcing choice in use.

Players with good ablities get less, but hey, they have good abilities. You can play a relatively normal character - with 9 across the board, and receive 7 fate points, giving your character a unique flavour compared to other characters with attributes of 16 that have 4 or less. I then only allow one fate point per proficiency.