"Saving" House Rule [Archive] - Wizards Community

Post/Author/DateTimePost
JaysonFour

12-07-05, 02:42 PM
You know, I've been in a lot of games where we suffered a TPK simply because the PCs (including myself a few times) don't stop to think or rest or whatever and we get chewed up and spat out by the big monster that always seems to be in the next room. So, for my game, I was thinking of using a "save" rule, like in the video games.

Before you all jump up my behind about how broken it is, I worked on it a little bit and ran some scenarios to find out how someone might munchkin it. I think I have all the bugs worked out.

1) You get ONE save a game. This save point is immobile, and can only be used ONCE.

2) In order to resume the adventure from the saved point (place known by a paperclip on my adventure papers), the PCs must do one of the following:

a) Roll a 1d4 and donate that many dollars to the group pizza-and-takeout fund
b) Give up two magical items
c) Give up one magical weapon
d) Roll 1d10 and multiply by 1,000, sacrifice that much gold.

3) One major treasure (at random) goes poof, meaning that even if the PCs find and go through all the motions (untrapping chests, unlocking the stupid thing, etc.), all they will get is 1d10 pp.

4) The PCs must be in a relitively safe area (camping, town, etc.) to use and activate the save.

5) Casters gain back half the total used spell levels they have spent before the save was used.

If you guys have any suggestions, I'd love to hear them.
FriendoftheDork

12-07-05, 03:00 PM
Fine, as long as you're not playing a role-playing game.
Tarrasque

12-07-05, 03:30 PM
What a boring adventure that's going to be the third time around. "*YAWN*, yeah we know... blah, blah, blah can we just skip to the part where the assassins try to take us by surprise..."

Honestly, it's rediculous. why not just run through the same adventure over and over gaining levels. or to gain more (albeit less per run-through) treasure.

Forget verisimillitude though. Not a very believable story if you get more tries at it.

Maybe the DM just needs to learn how to appropriately scale his challenges to his party. Once he learns this, let the dice fall where they may.
War Angel

12-07-05, 03:43 PM
As a DM if my party is acting stupid during a battle I will destroy them utterly or perhaps if they are just rolling poorly I will aid them with a few fudged dice. The fact remains RP smart to live longer. If you are tired then rest or stop and heal up or whatever. Dying is part of living and if you take the chance of dying out you also remove some of the fun.
Darien_CR

12-07-05, 04:13 PM
Fine, as long as you're not playing a role-playing game.

:rofl:

Well said. If I used a "save point" in my campaign though, I wouldn't change the characters at all, but I wouldn't give all the treasure and XP again, and all monsters would be oversouled :devil:
JaysonFour

12-07-05, 04:41 PM
Well, they DO say hindsight is 20/20... I'm probably not going to use the rule- I mean, it's been a few YEARS since I was behind the screen, and 'm getting back behind the screen for a campaign... I'm just going to run it by the regular rules for now. I'll brew up some house rules when I actually know what I'm doing.
FriendoftheDork

12-08-05, 06:00 AM
Well, they DO say hindsight is 20/20... I'm probably not going to use the rule- I mean, it's been a few YEARS since I was behind the screen, and 'm getting back behind the screen for a campaign... I'm just going to run it by the regular rules for now. I'll brew up some house rules when I actually know what I'm doing.

Good. Don'ts sweat it if characters die once in awhile, even if it's your mistake. You learn by failing after all, and so do your players.

Good luck.