Crumb City

Games and more by Daniel E. Schorr

Browsing Posts in Game Design

I have been attempting to figure out how to handle saving throws better. Three (Fortitude, Reflex, Will) just don’t seem to be enough.  I have been experimenting with two options.

Option 1

The first option is adding a fourth saving throw called Toughness (or something else) that uses Strength as its primary stat. This would be the saving throw used against combat maneuvers and other types of physical attacks that have traditionally been opposed rolls. In Pathfinder they use Combat Maneuver Bonus/Defense to handle maneuvers like Trip, Grapple, and Bull Rush. I propose to have a set DC based on attacker’s ability score + Base Attack Bonus vs the new Toughness score. And with any new addition, there will be feats, spells, abilities, etc that can improve this change. Some classes will get advantages, such as the Monk.

Wait you say, what about size modifiers? Gone are fixed sized modifiers for combat maneuvers. You can only use most combat maneuvers against a creature 1 size category larger or smaller than yourself. This removes the need for size modifiers in the roll. Some creatures will have bonuses to combat maneuvers, this will take into account creatures that have traditionally be grapplers and those that swallow whole.

Example 1st level fighter (str 16) vs 1st level fighter (str 16)

Attacker rolls a touch attack to initiate the maneuver. Assuming the touch attack is successful, the defender then rolls his Toughness save to avoid the effect (DC = 14 vs Toughness roll of d20+6).  The effects of a combat maneuver will be a condition (similar to existing conditions like sickened or dazed).  For example: When you are tripped you will have the “prone” condition. When you are grappled, you will have the “grappled condition” and your grappler will have the “grappler condition.”

Option 2

The second option is replacing saving throws with ability score rolls and creating a system similar to current saving throws. This would only happen if there are enough effects that require Intelligence and Charisma saving throws.  I’m not entire sure this is necessary or required. I believe that 2nd edition and earlier had 5 saving throws, so 6 wouldn’t be that unreasonable. I’m just not sure that there would be enough spells and effects that would require a Charisma or Intelligence saving throws. I’m also not entirely convinced that Wisdom is a better stat to use with Will than Intelligence, but I’m not will to change it or allow a saving throw stat choice (like 4th edition).

Leanings

I am leaning strongly toward option 1. Having a saving throw for combat maneuvers just makes sense to me. Since Dexterity is used to defend against the initial Touch Attack, Strength can be used to resist the effect, without feeling like it should be one or the other. Both are used.

Here’s a sum up of the core classes that retain spell casting and those that don’t.

  • Barbarian – Never had spells, gains Rages
  • Bard – Loses spells, gains Auras
  • Cleric – Keeps spells
  • Druid – Keeps spells
  • Fighter – Never had spells, gains Weapon Styles
  • Monk – Never had spells, gains Martial Styles
  • Paladin – Loses spells, gains Devotions (replaced Auras from my original thinking)
  • Ranger – Loses spells, gains Terrain Essences
  • Rogue – Never had spells, gains Sneaks and Tricks
  • Sorcerer – Loses spells, gains Invocations
  • Wizard – Keeps spells

Along the same line of thinking as healing spells, the Sorcerer, Bard, Wizard have many duplicate spells. If I want to make each class distinct and unique I need to get rid of duplicate spells. The bard was mentioned briefly in my other post, and I’m not ready to discuss them yet, so I will instead concentrate on the sorcerer and wizard.

It’s hard to imagine having both classes without having duplicate spells. Here’s my thinking. I’m combining the wizard and sorcerer into one class, the wizard. The wizard will select a certain number of spells from their spell book each day, and then be able to cast those spells as a spontaneous caster. Example:

A 1st level wizard can memorize 2 spells per a day and cast 1 spell per a day. The wizard has 4 spells in their spellbook and decides to memorize mage armor and magic missile. During the course of the day, the wizard can cast either mage armor or magic missile once, but not both. Wizards can also spend 10 minutes replacing an existing memorized spell with another one from their spellbook. This does not allow them to cast additional spells per a day, but does allow them to adjust to new situations with a little prep time.

So where does that leave the Sorcerer?

Well the sorcerer will now gain abilities similar to the Warlock from Complete Arcane. There will be several types of Sorcerer can player can choose, based off their class templates (more on that later). A sorcerer can have access to Draconic, Fey, Demonic, Angelic, etc power. They tap into the magic energies associate with each type of creature.

How is this different than the Pathfinder Sorcerer?

My sorcerer functions like a Warlock. They do not memorize spells, they gain a certain number of powers which they can use unlimitedly throughout the day. They will also gain a “blast” associate with their particular type of power. Each type of power will be different in its effect. A draconic sorcerer’s blast will mimic a dragon’s breath weapon. A demonic sorcerer will deal unholy damage. A fey sorcerer will deal confusion and bewilder targets.

Sorcerers will continue to use Charisma as a primary stat.

By separating these two classes, each one will now be unique. They will play differently, feel differently, and appeal to two different types of players. The wizard will continue to be the parties primary utility caster and the only class with access to magic missile, fire ball, and other iconic spells that they have traditionally be associated with.

I find the overlap of spells in D&D 3.5 and Pathfinder frustrating as both a DM and a player. I certainly understand the rationale for have spells listed in multiple spell lists. It makes sense to have more than one class have access to healing spells. In the 3.5 Player’s Handbook there are five classes (out of 11) with access to healing spells; the bard, the druid, the cleric, the ranger and the paladin. The Druid and Cleric are both primary healers with the bard, ranger and paladin as back up healers. Now I don’t mind there being multiple classes with access to healing, but what I don’t want is five classes with the exact same spell. In fact, I only want one class to have access to any particular spell.

Let’s go a little further in my thinking about healing spells. Assuming I keep the Druid as a class, I want them to have different types of spells than the cleric. The Druid should have healing spells based off of the “natural” healing of a creature, while the cleric should have spells that are drawn from the divine.

Here’s an example based on existing spells.

Cleric: Cure light wounds (positive energy)

Druid: Lesser Vigor (natural energy over time)

The Cleric’s spell can also damage undead since it’s positive energy, while the Druid’s cannot. The Druid taps into the “natural” healing of the target and speeds it up, while the Cleric taps into the energy of the gods. Both accomplish the same thing in different ways.

The paladin and the bard present different design issues. If I continue with the same line of thinking, I either need to develop new spells or change the ability of the classes. I lean toward the second option. I don’t like paladins, rangers and bards having spells, so I’ll give them special abilities that accomplish the same thing without duplicating another class. Since I’m still working on the Bard and ranger, I’ll concentrate on the Paladin.

Paladin’s get “Auras.” Auras function similarly to the Crusader’s stances in Tome of Battle. Here’s a example.

Healing Aura
Each time you successfully strike an opponent in combat, one ally within 30′ heals 4 hp.
10th Level: Increase healing to 8
15th Level: Increase healing to 12

Paladin’s will get multiple Auras over time and can switch between them as a swift action. These auras always have a radius and always heal, protect, inspire, etc, another character, but never themselves, since the nature of a Paladin is to lead others.

So now we have the Paladin not duplicating the cleric or druid, but still serving its roll as a back up healer for the party. Obviously they aren’t going to replace them as the primary party healer, but they are going to provide secondary healing support. Another Aura might help with other types of healing. For example:

Aura of Mending
Each time you successfully strike an opponent in combat, one ally within 30′ heals 1 point of ability score damage to one ability score.
10th Level: Increase healing to 2 points
15th Level: Increase healing to 4 points

The conversion of Paladin spells to Auras is a relatively simple process. It is only a matter of identifying those essential spells and re-creating them as Auras.  By the time a Paladin reaches 20th level they will have 5 auras they can switch off and on to provide secondary support to other characters.