Showing posts with label saves. Show all posts
Showing posts with label saves. Show all posts

Tuesday, November 19, 2013

Table Of Woe



When anyone but fighters is knocked to 0 or less hp they must roll on the Table of Woe.
Fighters need not roll on table of woe unless reduced to negative hp.

Table Of Woe
1d20 Survival Roll
Melee Attack
1-4: Head
5-6: Torso
7-9: Arm
10: Leg
Ranged Attack
1-2: Head
3-6: Torso
7-8: Arm
9-10: Leg
0 or less
DEAD
1-2
Helm save for Coma or Death.

DEAD
Gonna Die
3-4
Helm save for Coma or Death
Gonna Die
5-6
Helm save for
Grievous Wound or Coma
Grievous Wound
Grievous Wound
Grievous Wound
7-8
Helm  save for knocked out or Grievous wound
Grievous Wound
Crippling Wound
Crippling Wound
9-10
Helm save for stunned or
Serious wound
Serious Wound
11-15
Helm Save or Knocked Out
Shield Save or
Serious Wound
Shield Save or
Serious Wound
Serious Wound
16-20
Helm Save or Stunned
Knocked Down
And Stunned
Shield save or Drop Item and
Stunned
Knocked Down and Stunned
21 or more
Helm Save or lose Helm
Knocked Down
Shield Save or Drop Item
Knocked Down

The D20 Survival Roll is 1d20 + toughness bonus (in my campaign it’s like a fortitude save)
If HP score is greater then the negative of character level, apply that as modifier to roll. (i.e. 3rd level character gets normal save chance at 0 to 3 hp, if knocked to -4 subtract 4 from the survival roll.)

Knocked Down: Adjacent foes may get a free attack. Takes a whole round to get up, anything carried was dropped.

Stunned: incapacitated until a save is made, check at end of each following round.

Knocked Out: will not revive for 2-7 turns.(20-70 rounds)

Serious Wound: Healing spells under 3rd level will not restore HP loss from this wound. Stunned until end of next round.

Crippling Wound: Lose limb and 1d4 ability points.

Grievous Wound: Incapacitated. Lose 1 ability point and helpless for  2-12 weeks, a serious wound. If an arm or Leg hit make another save or lose the limb in not treated within duration of recovery( Lose 1 Ability point if limb lost to this wound).

Gonna Die: You are going to die unless someone bandages you up.  Lose 1d4 Ability points. Dead in 2-12 rounds.  If an arm or Leg hit  lose the limb unless healing magic of 3rd level or higher restores all hp lost to this wound before rounds are done. Make save to remain conscious during your grim death any actions you take while dying are at-4.

Coma: Knocked out really badly. Immediately lose 1 ability point. Make a save after each week to recover. For each week in Coma lose 1 Ability point. Only exceptional healing that restores all HP loss to wound on one roll will relieve coma.

Death: dead right away.

Helm save X or Y: make a helmet save if you have one on,  suffer X on successful save or Y on failed save.

Shield save X or Y: make a shield save if you have one on, suffer X on successful save or Y on failed save. Shield save only allowed if attack from shielded side.

Ability Point Loss is permanent unless restored by powerful magic or super-science.
Arm or Leg wound ability loss is STR or DEX 50/50 either
Torso wound ability score loss is STR or CON 50/50 of either
Head wound ability score loss is INT or WIS 50/50 of either. Except for coma.
Ability score loss while in coma can come off any ability score randomly chosen. 1- STR, 2- INT,3-WIS,4-DEX,5-CON, 6-CHA.

Helpless characters may moan and weakly communicate, they may not take action, or cast spells. Any saves they are forced to make against attacks in this condition are made with 1d10 rolls instead of d20’s.

Table adapted from one at Built by Gods Long Forgotten.

Wednesday, December 7, 2011

Four Bizzarre Radiations

A few more strange radiations to be found on alien landscapes, distant planes or in proximity to reality-warping scientific disasters.

Psychogenic Radiation: This radiation functions as standard radiation but when a being with mental powers fails a save vs this radiation their mental powers become unstable hour an house after a failed save. During this hour any condition of excitement has a 1 in 6 chance of activating a random mental mutation (posed by the victim) to be projected towards the nearest other sentient being. Mental mutations with use limits will function even id the daily use has been expended.

Discomputational Radiation: This radiation has only minimal effect on organic life which react as if it is 4 intensity levels lower and save at +4 vs it. Complex electronics, robots and androids that fail a save vs this radiation have a % chance equal to damage suffered to shut-down for 2-7 hours. If this radiation would kill such a robotic device it shuts- down for 2-12 days and reactivates as an NPC.


Electrostatic Radiation: This radiation is visible and looks like lighting/electricity dancing on the surface of irradiated surfaces and beings. If anyone fails a save vs Electrostatic Radiation they will hurl 1 bolt each turn (at diminishing intensity) in a random direction which may strike another begin or device up to 60' away.
Any android or robot that suffers 1/2 or more it's hp in damage from this radiation will be immobilized until all the Electrostatic Radiation discharges.


Dread Glow: this radiation causes beings it is exposed to to glow vividly. A failed save causes the victim to glow for as many turns as the intensity level of initial exposure. It will be impossible to surprise sighted creatures and the glow is severe enough to cause the victim to have trouble seeing (-2 to all action needing sight)

Sunday, January 17, 2010

Strange Radiations

Deep in the underworlds, on far off planes, exotic alien worlds and weird post apocalyptic futures there are strange radiations that bend bodies, warpminds, what follows are a few of those arcane energies.

Ossifying Radiation: With each exposure resulting in a failed save the victim suffers a loss of 1-4 points of dexterity (in addition to standard radiation damage) as their tissues stiffen and are over run with bone growth. Creatures lacking bones don't suffer this additional effect and are +2 to their save vs this radiation.

Necromorphic Radiation: When a victim of this radiation is killed by the radiation they will be reanimated in 2-7 turns as undead (zombies, ghouls or as appropriate). Their attacks will be tainted by Necromorphic radiation of half the intensity that did slay them

Spectremogrifiying Radiation: With failed save the victim of this radiation becomes less substantial and ethereal. Equipment and weapons in use have a 1 in 6 chance per failed save of dropping away each turn. When six saves are failed all the victims equipment will drop to the ground and they will be a helpless ethereal phantom (or something nastier if the ref so decides). If killed by the radiation the transformation is irreversible, those that aren't killed will have a1 in 6 chance of re-substantiating each day.

Alchemists Nightmare Radiation: This nightmare reverses the efforts of the alchemists of old. Each exposure will transform precious metals into a lower and less valuable form of metal. Metals reduced to lead (or lower) will carry this foul radiation. (A Ref could be kind and only have one form of metal exposed be effected, the most valuable one first of course)

Crystallizing Radiation: Each failed save versus this radiation will cause organic matter to become increasingly transparent. After 4 failed saves they will look like clear glass (not truly invisible as some adventurers would like). They will radiate this radiation for 1-4 days after gaining full Crystallization.

Friday, December 11, 2009

Random Old-School Character Improvement

Here now is a random system for character improvement as a variant meant to replace traditional character improvement by level. This is a 1st draft.

Characters Receive 3 rolls each time they gain a level, 2 of those rolls must be associated with the character class of the PC, one roll may be made on another classes
table at the refs discretion (based on PC behavior).


Fighter Improvements
1 - 20 Gain 1 Hit Die
21- 30 Improve Fighting Prowess
31- 40 +1 to STR
41- 50 +1 to CON
51- 55 +1 to DEX
56- 57 +1 to CHA
58- 70 +1 to hit w/weapon of choice
71- 75 +1 to damage with weapon of choice
76- 80 +1 to AC when Parrying
81- 85 +1 to save vs death and poison
86- 90 Combat Master, increase hit die of foes by 1
91- 100 Improve Saving Throw rank.


Cleric Improvements
1 - 10 Improve Turning Rank
11- 30 Improve spell casting
31- 40 +1 WIS
41- 50 +1 CHA
51- 55 +1 INT
56- 60 +1 CON
61- 65 +1 to hit type of monster
66- 70 +1 to damage type of monster
71- 80 +1 to save vs death and poisons
81- 95 Improve Saving Throw Rank
96-100 +1 to hp healing spells


Magic-User Improvements
1- 30 Improve spell casting.
31- 45 +1 INT
46- 50 +1 WIS
51- 60 +1 save vs spells
61- 70 +1 save vs scrolls
71- 80 +1 save vs rods,staves & wands
81- 90 Improve Saving Throw Rank
91-100 foes -2 to save vs spell of choice



Thief Improvements

1- 10 +1 DEX
11- 15 +1 INT
16- 20 +1 CHA
21- 25 +1 to AC when withdrawing from combat
26- 35 Improve Saving Throw Rank
36- 45 +5% climb walls
46- 55 +5% remove traps
56- 65 +5% pick pockets
66- 75 +5% hear noise
76- 85 +5% hide in shadows
86- 95 +5% open locks
96-100 Improved back-stab damage



Fighting Prowess: How well the character fights and improvement in fighting prowess mroves ones chance to hit to the next step on the combat table. (Depending on game and class +1 to +2 or, 1-2 to 3-4, 1-4 to 5-8)

Saving Throw rank: as Fighting Prowess above but as for saving throws.

Spell Casting: all spell casting character start as per level 1 for their class but may only improve with by the appropriate casting level.

Turning Rank: Clerics start at 1st level as normal and make a step in improvement on each improvement roll when diced.

Combat Master: I play allowing 1 extra attack per level vs foes of 1 HD or less for fighters, improvements increase the HD cap.

Wednesday, July 15, 2009

A Variant Saving Throw System

Here is a variant saving throw system that I've used in the past. A threat with a save allowed has a level and an ability score it's related to.

Example: Poison N 4th level Con Save.

All or most saves in the game have a die score which must be met or exceeded. there is a lot of room for fiddling here and a high or low score can really set the tone for how deadly and frequent situations that warrant a saving throw are within a campaign.For light fantasy adventure I find a 13 or higher rolled on d20 does it for me. A campaign with a target score over 15 would make things very tough for characters facing higher level threats.

So for a player to save versus that poison N mentioned above they have to roll a 13 or higher to make a saving throw if the target number was 13 for the campaign.

Saving throw rolls are modified by level and ability modifiers.

If a character has a level equal to or within 1 level of the level of the save there is no modifier to the roll.
If a character is 2 level or more greater then the level of the save they get a +4 to their saving throw roll.
If a character is 2 level or less then the level of the save they get a -4 to their saving throw roll.

Ability modifiers are added to the die roll.
If an ability score is a "Prime Requisite" as defiend by the game you are using allow +2 to the roll.

our victims for the examples (using LL ability mods)
Able 6th level Fighter
Str 17, Int 5, Wis 8, Dex 15, Con 14, Cha 5

Zed 3rd level MU.
Str 6, Int 16, Wis 12, Dex 10, Con 15, Cha 10

Example 1:
Able and Zed are exposed to a threat of poison.

Poison N 4th level Con Save.
Able is 6th level so he gets a bonus of +4 to the saving roll and has a Con of 14 for another bonus of +1. He gets a total bonus of +5 to the savign roll.

Zed is 3rd level so he gets a penalty of -4 to the savign roll and has a hardy Con of 15 so he gets a +1 bonus for that. Zed has total penalty of -3 to the saving roll.

Example 2:

Zed and able are beign confronted by an illusion.

Illusion 3rd level INT save.
Able is 6th level so he gets a bonus of +4 to the saving roll. He has an INT of 5 for a penalty of -2. Able has a total modifier of +2 to the saving roll.

Zed is 3rd level so he gets no bonus or penalty for his level. An INT of 16 gives him a +2 bonus. INT is also his prime requisite so he gets another +2 bonus. Zed has a total modifier of +4 to the saving roll.

I like this method becasue it's fairly easy to be a tiny bit fiddly; It reflects charcter levels, ability scores and classes (if prime requisites are a factor). It's also infintely scalable but has a reasonable cap on modifiers.

DMs that worry about "how tough is this save ?" really can relax and key it to the level of the module in question with a minor shift in the score hera and there. 6th level of the dungeon, well it's a 6th level save unless it sdhould be tougher. Bit by a 8HD monster with toxic fangs , it's an 8th level save. Some saves shouldn't get more difficult with dungoen level but DMs should really call that for their own games.



NOTE: Swords and Wizardry has a flat save score for all catagories that varies by level. this score can serve as the target number for making saves.
I'd recomend altering the spread for difference in levels vs the threat and the modifier as well since some of this is built into a save score that already changes by level.
I've used a 3 level spread but the same modifier.
3 or more levels above the threat is a +4 to the roll.
3 or more level under the threat is a -4 to the roll.

so a 5th level charcter would have no modifiers vs 3-7th level saves but would be -4 vs 8th level and above saves and +4 vs 1st& 2nd level saves.

Saturday, July 11, 2009

Saving Throw Catagories

You may have heard this critique of Saving Throws in D&D and related games in the past "the saving throw categories are just random, illogical and incomplete ". My answer...Change them.
That's it, come up with your own saving throw categorizes if you can't bear the ones that come with the rules.

There are three good reason to do this in my book: 1 you just can't stand it that staves and wands are in two separate categories, you are a totalist who needs everything spelled out or you just want your current campaign to feel different from campaign X (the last is the best of the three reasons really).

A Revised List of Saving Throw Categories (for a different Feel):

Bindings, Runes, Symbols and Power Words:
saves versus magical compulsions, elder symbols, wards and spoken words of true power.

Glammer, Deception and Phantasms:
saves versus minor magical trickery, shady misdirection and illusuinary influences.

Elemental Forces, Gases and Exposure:
saves versus Dragon Breath, Fireballs, Noxious Gases , Freezing cold and Searing Heat.

Petrification, Transformation and Confinement:
saves that would change ones form, shape or physical freedom.

Necrosis, Poisons and Paralyzation:
saves versus Death, Mummy Rot, Poisons (Ingested and Injected) and the Paraylzing Touch of Ghouls.

Passion, Ill Humours and Domination:
saves versus emotional assaults, diseases and other effects related to the humours and mental domination.


There is certainly some cross over on these categories. I recommend one go with the source over the effect to determine which save category to use.

Magical items, charms and player precautions may provide a bonus versus a single subcategory but generally shouldn't involve the entire category.

The above list is just a suggestion, not dogma. Feel free to ignore it or more hopefully be inspired by it to work up a list of your own that will develop a unique flavor for your own games.

Wednesday, July 8, 2009

Save or Die Slowly...The Drum Beat of Death

Lot's of folks aren't big fans of the good old "Save or Die" method of RPG threats. I'm generally in agreement that it's usually no fun. I am however in favor of Save or Die Slowly which I also fiendishly cheer as The Drum Beat of Death.

Scenario 1a:
DM: "oh no, the sargath worm has bitten Normo for 1 point of damage, it's wicked fangs drip with yellow ichor, make save versus posion"

Dave (playing Normo): "I get a 7, oh crud that doesn't make it does it"

DM: "No, you shake in horrible spasm spitting up yellow humours and die."

The rest of the party, following the death of Normo and the sargath worm: we split up Normo's gold and everyone can pick an item from his gear and we move one.

Scenario 1b:
DM: "oh no, the sargath worm has bitten Normo for 1 point of damage, it's wicked fangs drip with yellow ichor, make save versus posion"

Dave (playing Normo): "I get a 7, oh crud that doesn't make it does it"

DM: You start shaking violently...

Round #1 following the poisoning

Fred : I slay the sargath worm...

Dave: Am I okay?

DM: just a moment let's resolve Fred's attack on the worm

Fred: A 17, for 7 points of damage...wooo hoo.

DM: your blow splits the worm is half, both halves writhe briefly dripping foul ichor on the floor as it's spams dwindle.

Dave : okay i search for treasue.

DM: you are starti to feel nausea and shaking too fiercely to do that, Normo suffers 2 damage.

Dave : oh no...quick someone heal me.

Ann: I only have 2 cure light wounds spells left.

Dave: Well, give me one.

Ann: I'm not sure it will work.

Dave: Please!

Ann: first I'm going to make sure nothing is coming up behind us.

Round #2 following the poisoning.

Fred: I clean my sword off I don't want to end up like Normo.

Dave: hey!

DM: Normo starts spitting up yellow bile, that's another (rolls a die) 4 pts of damage.

Dave : oh no...heal me now !!!

Ann: okay, okay...that's 6 points back to you.

Dave: great I'm also back to full. How do I feel?

Round #3

DM: you still feel awful, it's like your intestines are being tied in knots until they burst within you... that's another 4 pts of damage.

Dave : What ! oh no !! Quick heal me again.

Ann: It will not work. I'll start last right on you now if you want.

Fred: I search for treasure while Ann gives Normo last rights.

Dave : what ? No.

round #4 following the poisoning:

Dave: can't someone suck the poison out or something.

Ann: I'm not doing that.

Fred: do I find anything, I'll put Normo out of his misery for you Dave.

Dave : No , wait...can't I do anything?

DM: sure, you shake in horrible spasms. 3pts damage. Fred you found an old silver dagegr among the skeletal remains.

Dave:I drink some wine maybe that'll slow it down.

Ann: I don't think you should drink wine while I administer last rites.

Rounds #5 following the poisoning

Fred: I put the dagger in my belt, let's move on.

Dave: No.. wait, can I walk?

Dm: with effort you may move, you take 6 more points of damage.

Ann: well that screws up the last rites.

Dave: I rush for the main staircase maybe I can get to camp and the stash of healing potions before I die.

Fred: oh no you don't.

Ann: I try to comfort Normo.


Round #6
DM: Normo staggers towards the door and Ann blocks him (right?).

Ann: yes I do, I kindly but firmly put my hand n his shoulder.

Dave: Normo slips away.

DM: Normos staggers away from Ann and suffers 5 more points of damage...


Let's close the door on that scene.


As you can see a lot more play action comes out of "Save or Die Slowly" then comes out of "Save or Die".

How do I do it?
Well normal saves and then damage each round until the # of dice the poison should do is accumulated. If its normally save or die I'm a kind soul and cap the damage at 2 or 3 dice per HD of monster/module level. Sometimes if the save would mean 1/2 damage the character suffers 1/2 the total number of dice.
Really noxious poisons and fearsome obvious effects (boulders crushing you) do a fair amount of damage up front (maybe 1/2 total) and the drumbeat follows.

This system tends to be in the "gritty" end of the adventuring spectrum and requires a tiny bit of extra record keeping and it certainly makes the death of a fellow adventurer noticeable and more active part of play, not just an "oh shucks he's dead, let's move on" sort of situation.

I can certainly see some groups not enjoying this situation so a DM may want to avoid it or use it as a tool so the players have their characters really avoid being poisoned. There is the freak chance the character can be saved in such a situation or possibly die a heroic death fighting on knowing death is certain regardless of the outcome fo the next fight.