2_Gun_Sally wrote:sybert1138 wrote:Killer Cyborg wrote:Really, I think they might be better off doing away with saving throws entirely, at least as they are now.
Take the active defense that is the basis of the combat system already, and extend it to magic (and other areas) as well.
If a spell has a physical attack (fire ball, lightning, etc), then it can be dodged or, in some cases, parried.
If the spell is a mental attack, then the defender should be able to make a mental defense roll to counter it.
If the spell is an intangible attack on the body (like Death Word), then the defender should be able to make a physical defense roll against it.
The net effect would be similar to saves, but more dynamic, more in line with the rest of the system, and more realistic.
I really like that idea. Instead of casters increasing spell strength they'd just earn a bonus to the "attack" with said spell. That's a mighty fine idea!
I don't think all things have been taken into consideration. The more you try to unify rules, the more you take away from uniqueness of different classes and combat styles. Other rpg's have tried to 'moderize' their rules in later editions only to often complete destroy the essence the game once had (*cough* D&D 4th edition *gag*).
I understand what you're saying, and I definitely don't want 4.0.
On the other hand, 3.x was pretty awesome, and one of the cool things about it was that it was very, very easy to learn.
I kept asking the DM, "How do I __________?"
And he'd say, "Roll a d20."
The question is, does the current system of saves actually
provide anything to the feel of the game when it comes to magic?
Is there something important about casting a spell, then hoping that the person rolls low enough that the spell works?
For me, that doesn't provide anything. It's a passive defense, like Armor Class, only for some reason the person acting isn't the person making the die roll.
The issue is the magic becomes too weak compared against defenses. This can be addressed with adding more spell strength and changing magic to become exactly like gun fighting doesn't truly fix the issue.
It wouldn't be exactly like gun fighting.
I'm not talking about making aimed shots.
I'm not talking about firing wild.
I'm not talking about bursts or sprays (though I have in the past).
I'm not talking about making called shots.
I'm not talking about the -10 rule.
All I'm talking about is an active attack roll, and an active defense roll.
The "active" part is kind of important, because it's what would make me feel that my character was
doing something to resist the magic, instead of the spell just fizzling for no particular reason.
It likely creates far more issues. What makes it different at that point?
-All the stuff I mention above.
-The effects of the attack (magic net vs. laser blast)
-PPE vs. Ammo use
-Spell casting time vs. the time it takes to shoot.
-The possibility to fire paired firearms, versus the impossibility of casting two simultaneous spells.
And probably some other stuff that doesn't instantly spring to mind.
Why does it still have far more restrictions and costs yet should follow the exact same rules as regular combat?
It doesn't.
Though I wouldn't mind seeing some of the other restrictions loosened up.
I've always thought that if the damage of a spell is jacked-up 100x, the range and duration should see some kind of increase as well.
How would revamps of normal combat then effect magic?
They wouldn't.
I certainly don't want magic thrown into yet another house rule ridden mechanic. Frankly our compaigns magic tweaks are far simpler than our tweaks on normal combat.
Magic got screwed over by the Two Attacks For Living.
It got screwed over by the Mage Armor rule.
It got screwed over by the -10 rule.
It got screwed over by the increase in races/classes with high PE bonuses.
It got screwed over by spells taking more than one attack.
It got screwed over by spells being able to be interrupted.
It's always been a house-rule-ridden mechanic.
You might not have had to tweak it much, but most others have. The rules in RUE came about because so many people were using house-rules (PPE Channeling, for example) to streamline and speed up combat.