Saves for every stat?


Homebrew and House Rules


What if there was a save for every stat?

Strength- Endurance: How long you can struggle with a heavy load.
Example: The ceiling beginst to collapse on the party. Klort the barbarian attempts to hold it up to keep from crushing his comrades. Roll for endurance

Dexterity- Reflex

Constitution- Fortitude

Wisdom- Conviction: The ability to withstand allignment based attacks.
Example: Shaggyscrote the Necromancer casts Turn Away Good on Fondletouch the Cleric. Roll for conviction to negate the spell.

Charisma- Willpower

Intelligence- Memory: this one is a little more meta-gamey. If the players are stuck, the DM rolls each characters Memory in secret to determine whos character remembers the hint that NPC Grundletaint the Goblin gave you three caves back. Could be used as a maguffin or a creative DM could probably do something neat with it.

Of course, in my game we use 9 attributes instead of 6. So it would look more like:

Strength- Endurance

Dexterity- Reflex: Pertaining more towards your ability to catch things. Snatch Arrows would use a Reflex save.
Example: As Phat Hung Kok the sorcerrer runs from his flaming pagoda carrying the vial of eternal life spunk, he trips on the jade staircase, sending the fragile bottle soaring! Roll for reflex to catch it.

Agility (your ability to move)- Dodge: the job that Reflex typically does.

Constitution- Fortitude

Faith (Spellcasting stat for clerics)- Conviction: As above

Perception (Takes over the nonmagical benefits of Wisdom, like survival and etc.)- Notice: Does the job of the Perception skill, but made secretly by the DM.
Example: As Sneakyspank the Peeping Tom creeps up to Hillary Clintons window (Roll Notice...) he hears a branch break behind him and turns to see Creeper the Creeper-Creeper. He creeps creepers!

Charisma- Willpower

Intelligence- Memory

Spirit (Spellcasting stat for sorcerers, aids magic device and weapon use, takes over non-social side of charisma)- Resist: Your ability to withstand magic damage.
Example: Son-Goku the Saiyan Warrior takes a massive load to the face from Freeza the Hermaphrodite. Grunt for three episodes and roll Resist... Next time on Dragonball D&D...


...so dirty...I love it!
It might get a little complicated keeping track of all of this though. not too mention you would have to stat up every classes progression in it.
I am definitely curious about your expanded abilities though.


I'll have to go over them in a different thread! :D

Also the system my table is working on is classless, so you'd just drop a rank in whichever save you see fit, whenever you see fit, instead of worrying about classes and good saves and bad saves and blahblah.

Although yeah, it might get a little complicated, and even more work for the DM to keep secret squirrel tabs on everyones Notice and Memory saves, but thats what playtests are for. XD


well i am all for classless systems, did you ever check out rynjins one?


Coyote_Ragtime wrote:

Strength- Endurance: How long you can struggle with a heavy load.

Example: The ceiling beginst to collapse on the party. Klort the barbarian attempts to hold it up to keep from crushing his comrades. Roll for endurance

Already have this, it's called "Fortitude" (or, in the case of your example, a Strength check).

Coyote_Ragtime wrote:

Wisdom- Conviction: The ability to withstand allignment based attacks.

Example: Shaggyscrote the Necromancer casts Turn Away Good on Fondletouch the Cleric. Roll for conviction to negate the spell.

Unnecessary complication, Wisdom already has a use, which you shift to Charisma. And, there's no justification provided. Frankly, a test of someone's convictions is more a test of their strength of character (Charisma in Pathfinder), than their common sense (aka, Wisdom).

Coyote_Ragtime wrote:
Intelligence- Memory: this one is a little more meta-gamey. If the players are stuck, the DM rolls each characters Memory in secret to determine whos character remembers the hint that NPC Grundletaint the Goblin gave you three caves back. Could be used as a maguffin or a creative DM could probably do something neat with it.

Already have this in two formats. One - the GM calls for a Wisdom or Intelligence check against a made-up DC. Your proposal is basically codifying the DCs and adding modifiers based on class/level. I don't see the benefit of such codification.

Two - Knowledge checks. Your memory of simple facts is governed by Knowledge skills, adding a "memory" derived stat would confuse and conflate this, leading to potential arguments and needless time wasted.

The Exchange

Star Wars Saga - and later, 4E - got the number of "defense stats" down to four. I'm not defending everything about 4E, but I really did like only having four defenses to track (and items that raised those defenses were much more fun to have.)

PF already has seven defenses - AC, flat-footed AC, touch AC, CMD, Fortitude, Reflex, and Will (plus the option of SR). While I see what you're going for, I don't think bumping it up to ten will serve a purpose that one of the existing defenses doesn't cover adequately.

However, you could steal just a tad from SW Saga: allow characters to modify Fortitude with Constitution or Strength, Reflex with Dexterity or Intelligence, and Will with Wisdom or Charisma. A simple house-rule with only a few minor balance issues.


+5 Toaster wrote:
well i am all for classless systems, did you ever check out rynjins one?

I think I passed over it on the way to finding the one I'm currently looking at, which I like quite a bit more. If I can ever find the link to it again, I'll post it. It's the one that had all the mumbo jumbo about a HandToHand and Fire Combat skill instead of levels, which I opted to nix, but the rest of it was pretty groovy.

BillyGoat wrote:
Coyote_Ragtime wrote:

Strength- Endurance: How long you can struggle with a heavy load.

Example: The ceiling beginst to collapse on the party. Klort the barbarian attempts to hold it up to keep from crushing his comrades. Roll for endurance

Already have this, it's called "Fortitude" (or, in the case of your example, a Strength check).

Coyote_Ragtime wrote:

Wisdom- Conviction: The ability to withstand allignment based attacks.

Example: Shaggyscrote the Necromancer casts Turn Away Good on Fondletouch the Cleric. Roll for conviction to negate the spell.

Unnecessary complication, Wisdom already has a use, which you shift to Charisma. And, there's no justification provided. Frankly, a test of someone's convictions is more a test of their strength of character (Charisma in Pathfinder), than their common sense (aka, Wisdom).

Coyote_Ragtime wrote:
Intelligence- Memory: this one is a little more meta-gamey. If the players are stuck, the DM rolls each characters Memory in secret to determine whos character remembers the hint that NPC Grundletaint the Goblin gave you three caves back. Could be used as a maguffin or a creative DM could probably do something neat with it.

Already have this in two formats. One - the GM calls for a Wisdom or Intelligence check against a made-up DC. Your proposal is basically codifying the DCs and adding modifiers based on class/level. I don't see the benefit of such codification.

Two - Knowledge checks. Your memory of simple facts is governed by Knowledge skills, adding a "memory" derived stat would confuse and conflate this, leading to potential arguments and needless time wasted.

All good points. Mostly it would come down to how well the DM can use big words to manipulate a situation to go towards one save or the other, or how laid back he is about letting players substitute whatever for their rolls. The game is all about creativity either way.

Although I disagree with your thoughts on Conviction vs. Willpower. Willpower is used for mind-affecting spells. So Rohypnos the Illusionist is all like "Yesss. You dooo want to get freaky all over my bony hips." And you're all like "No. I don't wanna." If the Daterapomancer is trying to change your mind, I think it would be up to your force of personality to repel him. Or accept him. It's a free country. Don't judge.

And Conviction is a measure of exactly how much your belief can get you through trials and tribulation. Fondletouch the Cleric has stumbled into a death metal concert. As he finds himself in the middle of a mosh pit, the lyrical musings of satanic bardic troupe Twisted Nipple Piercing screams down backwards latin garbled by unchewed hunks of bat head at him. It is up to his power of belief to walk through the valley of the shadow of Slipknot without becoming shaken, frightened, or disgusted by unwashed dreadlocks, so that he can continue to that boy scout convention unscathed.


It should be noted that kirthfinder switched charisma to will, and applied wisdom to a 4th save called intuition. Intuition saves were made against illusions and charm effects. compulsions are still under will though.

Silver Crusade

Well there used to be

Paralyze Poison Death magic
Rod Staff Wand
Petrify Polymorph
Breath Weapon
Spells

"back in the day"


Lmao. I think I'll name my next character Rod Staffwand, Pornogromancer.

Sovereign Court

1 person marked this as a favorite.

Ladies...


Rod Staffwand wrote:
Ladies...

*starts slow clap*

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Saves for every stat? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules