Shatteredtower
2008-03-09, 09:42 AM
I know they're measured as such, but when you consider the number of things that bypass them entirely, it doesn't pan out. The proposed idea will require adjustments to a few feats (a few of the non-core ones will be nerfed into oblivion) and a number of spells if implemented, but it's fairly simple.
Whenever you fail your saving throw against a spell (except for an illusion that allows a save if interacted with), you have the option to take the spell's partial effect (or ignore it's effect if there isn't a partial effect). If you do so, you take 2d6 hp of damage per level of the spell. If affected by a spell that allows no saving throw, you can resist the effect if you take 5d6 hp of damage per level of the spell. Against cantrips and orisons, the damage is 1d6 or 2d6 hp, depending on whether or not the spell allows a saving throw.
If a spell allows a new saving throw each round after failing the first, do not allow a saving throw. Instead, reduce the damage that would be done to negate the spell by 1d6 hp. Thus, hold person cast by a wizard can be ignored entirely when cast by taking 6d6 hp of damage, or shaken off the next round at a cost of 5d6 hp of damage, 4d6 hp in round three, 3d6 in round four, 2d6 in round five, and 1d6 in any round after that. Shaking off a spell in this fashion will never cause less than 1d6 hp of damage.
Supernatural and extraordinary effects can also be ignored in this fashion, but the damage is 1d6 per HD of the creature -- or 2d6 for effects that don't allow for a saving throw. This applies even against manufactured poisons -- most people will prefer to take their Strength damage.
(I'm considering having the hp damage for overriding delayed poison damage.)
This benefit can be taken to ignore a failed saving throw against a coup de grace attempt, though it's seldom worth the effort. It also applies against failed saving throws to avoid death by massive damage, though if the cause of massive damage is environmental, the result is to instead take tripled damage. One can also avoid the effects of drowning or suffocation in this fashion, but at the cost of taking 14d6 hp of damage (per round of ignoring the effect).
(Drowning and suffocation rules would probably require the largest adjustment with this system.)
This is not a finalized system. If you use it, spellcasters with Spell Focus feats would probably appreciate it if you were to double the bonus those feats granted again, as they did in 3.0. One will likely have to tinker with negative level mechanics (as well as benefits that remove said negative levels), but I'm admittedly not a fan of negative levels (and less so of the level draining mechanics that preceded negative levels). It also makes spellcasters their own worse enemies, giving the high hp classes a bit more of an edge.
And perhaps it can't work at all, not even with further fine-tuning. Thoughts?
Whenever you fail your saving throw against a spell (except for an illusion that allows a save if interacted with), you have the option to take the spell's partial effect (or ignore it's effect if there isn't a partial effect). If you do so, you take 2d6 hp of damage per level of the spell. If affected by a spell that allows no saving throw, you can resist the effect if you take 5d6 hp of damage per level of the spell. Against cantrips and orisons, the damage is 1d6 or 2d6 hp, depending on whether or not the spell allows a saving throw.
If a spell allows a new saving throw each round after failing the first, do not allow a saving throw. Instead, reduce the damage that would be done to negate the spell by 1d6 hp. Thus, hold person cast by a wizard can be ignored entirely when cast by taking 6d6 hp of damage, or shaken off the next round at a cost of 5d6 hp of damage, 4d6 hp in round three, 3d6 in round four, 2d6 in round five, and 1d6 in any round after that. Shaking off a spell in this fashion will never cause less than 1d6 hp of damage.
Supernatural and extraordinary effects can also be ignored in this fashion, but the damage is 1d6 per HD of the creature -- or 2d6 for effects that don't allow for a saving throw. This applies even against manufactured poisons -- most people will prefer to take their Strength damage.
(I'm considering having the hp damage for overriding delayed poison damage.)
This benefit can be taken to ignore a failed saving throw against a coup de grace attempt, though it's seldom worth the effort. It also applies against failed saving throws to avoid death by massive damage, though if the cause of massive damage is environmental, the result is to instead take tripled damage. One can also avoid the effects of drowning or suffocation in this fashion, but at the cost of taking 14d6 hp of damage (per round of ignoring the effect).
(Drowning and suffocation rules would probably require the largest adjustment with this system.)
This is not a finalized system. If you use it, spellcasters with Spell Focus feats would probably appreciate it if you were to double the bonus those feats granted again, as they did in 3.0. One will likely have to tinker with negative level mechanics (as well as benefits that remove said negative levels), but I'm admittedly not a fan of negative levels (and less so of the level draining mechanics that preceded negative levels). It also makes spellcasters their own worse enemies, giving the high hp classes a bit more of an edge.
And perhaps it can't work at all, not even with further fine-tuning. Thoughts?