One of the main issues I've been struggling with while creating a Vancian magic, D&D style, structured spell system is the idea of Saving Throws. While many spells can be converted without the concept of a Save, some just didn't feel right or fair without them. I found myself coming up with elaborate advantage and threat triggers to accommodate a mechanic that could be easily replicated with a Save. Here was what I was trying to solve for:
- The effectiveness of some spells should vary depending on the enemy it is being cast on. IE, charming a 1 Willpower goblin should be easier than charming a 5 willpower lich.
- Spell difficulty should typically be around 2-4. This made straight opposed checks undesirable.
- Multi-target spells would ideally require only one roll. The nature of narrative dice makes them more complex than binary systems (d20) and table experience would suffer if fireballing a group of goblins generated a dozen rolls.
- GMs should be able to use any adversary without having to come up with saves for them. IE No save stat block
- Saves need to function for damaging and non-damaging spell effects. So no Saves = Spell Soak
With that in mind, I tested a half dozen different ideas that met some or all of these criteria. In the end, one stood out due to its relatively low complexity and quick and easy implementation at the table. Here is what I came up with:
QuoteCharacteristic based Saves
While overcoming the difficulty of a spell ensures that the spell is successfully cast, that doesn’t mean that opponents must stand, passively by, and take it. When the outcome of a spell is influenced by an opponent’s characteristics, these spells will have a Save. Saves offer the target of a spell to reduce or avoid some aspects of the spell.
When a spell with a Save is successfully cast, check the number of s rolled against the Save characteristic of each target. Targets with a value higher in the Save’s characteristic than the number of successes rolled are considered to have successfully saved. Spells with Saves will have their modified affects listed in the spell. Many talents and features can increase or decrease this number. Most common among these are class based save bonuses and Adversary ranks, both of which increase the effective save check.
Example:
Jer’don the pyromancer casts Fireball at a mixed group of goblins and scores sssaa on his casting check. Since Fireball has an Agility save (half damage), the GM checks the 3 successes against each of the goblin’s agility characteristic. Most of the goblins targeted were minions with an agility of 2 and take don’t save, taking full damage. The wizen goblin warlock has only 1 agility but Adversary 2 which increases his effective save to 3. Unfortunately for the old warlock this isn’t enough to save him from the full force of the fireball. Lastly, there are two goblin assassins among the group that both have Agility 3 and Adversary 1. This brings the save check of the assassins up to 4 which is higher than the number of successes rolled. Checking the Fireball spell, we see that the two assassins take only half damage and ignore the effects of the spells Burn trait which Jer’don triggered with his advantage.
One of the things I like most about this systems is that it means I don't need to have a Success scaling effect for every spell I create. One of the issues I was having when converting D&D spells was making extra successes on a casting roll matter. While scaling spells is a fun mechanic, sometimes I just wanted a reasonably static effect but it felt strange to not offer some benefits for excessive success. This also helped with the balance of some spells, like fireball, were scaling by success was a bit too powerful.
Has anyone tried anything like this? How did it work? Please feel free to provide thoughts and feedback.
One last thing. For context, I should mention that my magic system is using a different resource system to power spellcasting than the standard Genesys system and a grid-based combat system. This shouldn't change how these Save rules work but its worth mentioning just in case something in my rules conflicts with the standard system.