Damage save system for Dungeon & Dragons [Archive] - Wizards Community

Post/Author/DateTimePost
polt

06-11-06, 04:39 AM
Here it is, I've taken the, not so good, Damage Save system from Unearthed Arcana, and made it work in Dungeon & Dragons.
It takes a little getting used to, and some changing of some of the weapon and spells, but once you get rolling I think it's actually better than the regular D&D combat system.

I'd appreciate it very much if I could get some opinions, ideas, and if somebody would actually try and use it, that would rock.
polt

06-11-06, 04:40 AM
df
polt

06-11-06, 04:53 AM
cfsbs
psionicbattousai

06-11-06, 04:59 AM
wow, thank you. most of this i dont really need, but ive been looking for a new system to go with for a project im looking for involving a total rework of most of the game, and the attack vs defense bit is nearly perfect for what ive had in mind. THANK YOU
Sinaz

06-13-06, 05:31 PM
Polt,

I want to say that this system has me really piqued. But I need you to further explain some of the mechanics. I'm not familiar with the damage save from Unearthed Arcana, so I may be missing something totally obvious.

You have these player... uh... effects listed, but I'm confused as to how you get to them.

You mention 5 tracks for lethal damage, and weapons do a fixed amount...

but you don't really explain how the damage from the weapon is applied to the character.

I see these wounds and bruises and things that are directly related to the saving throw...

It seems, from your explanation, that the weapon's damage had no bearing on the injuries.
polt

06-13-06, 05:44 PM
The thing is, I've lost my conversion sheet, and need to upload it.
Every weapon deals a fixed number of damage.

Let's say a longsword is +2.

So if a character with a 16 strength uses a longsword, and hits his enemy, the damage save is DC 20.

15 + 2 for the longsword + 3 for strength.

The target now has to roll a damage save, to see if he gets hurt. The DC is 20, and the damage save roll, or tougness save, is: 1d20 + con + armour bonus* + misc.

*Armour bonus = the armour he's wearing. It does not include Shields (which applies to the defense bonus), dex or stuff like fighting defensively.

IF you fail this save, depending on how much you fail by, you become hurt, wounded, disabled and so on.

Hope this helped.
Sinaz

06-13-06, 06:04 PM
Ok, I get it.

I may object to that bit, but it points me in some new directions.

I've been toying with a "To Hit" stat that relies on dex, and then using an AC as a pre-soak based on if you actually got hit.

So, the attacker rolls his attack vs. the target's "To Hit"... if he hits, he rolls damage and applies it to the AC, and then the HP.

I'm toying with so many variants, I may just have to write my own system up one day.

cheers!
polt

06-13-06, 06:10 PM
Great man :) Feel free to steal anything from the site, and feedback is always welcome.

Good luck with your system.
JohnSnow

06-16-06, 05:24 PM
Looks like the same system Green Ronin published in True 20.
polt

06-16-06, 07:12 PM
Yeah, it says so on the site dude :D

It's adapted to work in D&D.
Ranger REG

06-17-06, 04:12 AM
Yeah, it says so on the site dude :D

It's adapted to work in D&D.
Did you just copied-and-pasted the True20 material here?