The Accomplishing Nothing Problem:
- If you are in combat and get hit by an effect that temporarily takes you out of the fight and you fail your save, you are about to spend an amount of real-world time potentially measured in hours doing nothing. That's a recipe for player disengagement at best.
- If you cast a high-level spell and your target makes their save, not only have you wasted your Action, you have blown one of your main limited daily resource, and accomplished nothing to show for it.
- you (a Significant Character: any PC or most named NPCs)
- a character you are Helping (or otherwise giving a bonus to, eg with Bardic Inspiration)
- an opponent, producing an effect that would affect (1) or (2)
- an opponent, resisting an effect produced by (1) or (2)
- Let D = the amount the d20 roll would have to differ to make the failure a success, or the success a failure.
- spend a number of Hit Dice equal to D
- take a Consequence (by rolling on the Consequences table)
- turn the failure into a success or turn the success into a failure
Consequences Table |
|||
Roll |
Consequence |
Details |
|
1 |
roll again twice, taking both results |
|
|
2-5 |
an item breaks |
an item that makes sense
in context (eg, weapon used in an attack, focus or material component used in
a spell); consumables destroyed; nonconsumable magic items have magical power
suppressed but they come back if item is mundanely repaired |
|
6-11 |
all foes have advantage to attack you |
until the start of your next turn |
|
12-14 |
you are Blinded |
goes away with Short
Rest |
|
15-17 |
you are Deafened |
goes away with Short Rest |
|
18-20 |
you are Frightened |
goes away with Short
Rest or if the thing you're Frightened of is destroyed |
|
21-26 |
your next d20 Test is at Disadvantage |
goes away if you don't make a d20 test before your next
Short Rest |
|
27-33 |
you take a Strength Bane |
|
|
34-40 |
you take a Dexterity Bane |
|
|
41-47 |
you take a Constitution
Bane |
|
|
48-54 |
you take an Intelligence Bane |
|
|
55-61 |
you take a Wisdom Bane |
|
|
62-68 |
you take a Charisma Bane |
|
|
69-76 |
you take Dd12
damage |
damage is of a type that
makes sense in the context |
|
77-81 |
you take a level of Exhaustion |
|
|
82-89 |
you provoke an attack of
opportunity |
|
|
90-94 |
you drop an item |
an item that makes sense in context (eg, weapon used in
an attack, focus or material component used in a spell) |
|
95-99 |
you are knocked D
squares backwards and prone |
|
|
100 |
you take an Ability Bane of your choice |
|
(An Ability Bane gives you Disadvantage on all rolls that use the Baned ability. When you take a Short Rest or Long Rest, you can spend Hit Dice to make one Ability Bane per Hit Die spent go away.)
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