As I’ve been reviewing the core rules draft (I really want
to finalize this before I get too deep into books 2 and 3… ), I find that many
abilities end up working similar to saving throws… a thief’s ability to pilfer
an object or foil traps is based on his level modifier + his dex modifier +4.
But so is his saving throw.
So do I need two mechanics?
Actually. I don’t.
As of right now, a save has been defined as a
defensive/resistant ability. Thief abilities are generally active. However,
I’ve already layered sense into your save, and that can be active or passive,
depending on the situation.
I need to re-define saves. And I think I’m using feats, a la
army ants.
It’s the same number derived in the same way. Roll a FEAT to
do any of these things… withstand a poison, prevent being turned to stone, sneak
around, sense the unknown… and you can get situational or magical modifiers to
these rolls. You can take a talent that makes you a better burglar (+2 to
burglary FEAT rolls), drink a potion that makes you more perceptive (+2 to
sense FEAT rolls) or face a spider with a weaker than
usual poison (+2 to the FEAT to resist the poison).
Since I am re-branding ‘saves’ as FEATS, I will have to
re-brand what I’ve been using as feats as ‘Talents’. It’s mostly semantics, but
these are important semantics in terms of their overall function in the game…
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