Showing posts with label save or die. Show all posts
Showing posts with label save or die. Show all posts

Monday, September 22, 2014

Darkest Dungeon Update

The squire and I kickstarted this video game, as it has a similar vibe to the original Diablo video game.

Here are a couple of examples of play, based on the current beta state of the game.  Looks pretty intense!





Friday, March 7, 2014

Darkest Dungeon CRPG: Cosmic Horror


A brief interlude before posting more Magic Realm play-by-plays...

Darkest Dungeon is currently on Kickstarter.  I don't normally play computer role-playing games, but Darkest Dungeon reminds me of Diablo, one of my favorite computer games, so I just had to back this one.

Check it out!

Monday, April 16, 2012

Save Or Die, Suckers!


The much-maligned "Save Or Die" mechanic could use a facelift.  In old-school Dungeons and Dragons, your saving throws are disassociated from your character attributes, instead connected to your class.  This results in extra record-keeping, as at the time of character creation you must consult a special saving throw table and record your saving throws, and then reference that table each time you level, to see if your saving throw scores have changed.  It seems to me that if saving throws are tied to classes, and each class has a prime attribute, that it would be much simpler to connect the saving throws to attributes instead.

I'm sure the idea of connecting saving throws to character attributes is not a new one.  Here is an optional saving throw system, which I found in an old binder of mine.  I can't take credit for this system, as I don't recall developing it.

SAVING THROWS

Your saving throw versus a particular threat is based on the attribute related to that threat (see below), modified by your level.  In order to pass a saving throw, roll either a d20 or 3d6 (whichever is the agreed-upon method) and subtract your level.  If your dice roll, modified by the subtraction of your level, is LESS than your attribute, you pass the saving throw.

Strength: save versus paralysis and constriction

Dexterity: save versus breath weapons, gaze attacks and traps

Constitution:  save versus disease, energy drain and poison

Intelligence:  save versus magic and illusion

Wisdom:  save versus demon/devil/divine magic, confusion, polymorph/pertrification

Charisma:  save versus death attacks, charm and fear