Some musings on Resilience
Posted: Sat Dec 13, 2008 6:45 pm
Some musings on Resilience
I have been thinking about the game mechanic of Resilience lately. First let me say that I really like ERP. It has some great ideas, and some great strengths. For me the ADPs and the magic system are great. But after playing ERP for 12 sessions now (not a huge amount of experience, but I think I have a handle on the game), and after reading the Traps supplement, I have realized that I don’t like the way that Resilience works as a game mechanic. Now, I like the premise of Resilience—that a PC is strong initially, but gets “worn down” during adventuring (gets less resilient) and eventually becomes more susceptible to danger. But in the game, it is not a gradual increase in susceptibility, it is a sudden change from “totally resistant” to “totally sensitive”.
Things I don’t like about Resilience:
1. Resistance to spells, environmental damage, poisons is an “all or nothing” effect. The PC totally avoids any damage from the above hazards until the Resilience score is reduced to zero, then he is completely susceptible to all of the above hazards.
2. Resistance to spells, environmental damage, and poisons are all covered by the same mechanic. Although the argument can be made that one effect weakens the resistance to another effect, it seems to me to be cleaner to have them separate.
3. The game needs “saves”. To make it compatible with previous modules from D&D, C&C, and other games, a saving throw mechanic is needed. It is possible to convert the save into some sort of ERP spell effect, but there is something very cool about rolling a save.
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So, how would I change things? First of all, I am not proposing that the existing Rules be scrapped. However, the option to use saves instead of Resilience would be a welcome addition to the Core Rules.
Here is my suggestion for a “saves” option:
1. Don’t use Resilience.
2. Change Resistance so that it applies only to non-magical stuff (alcohol, poisons, etc).
3. Combine Agility and Reflexes into Reflexes (or just ignore Agility).
Types of Saves:
4. Curse or Obscure spells (spells or spell-like effects that targets a specific Ability): The appropriate Ability-Dice-Chain is rolled. If the spell roll exceeds the Ability roll, then the difference is applied to the targeted Ability as long as the spell is maintained.
5. Harm spells: The Ability-Dice-Chain for Reflexes, Endurance, or Willpower is rolled (the nature of the spell determines which of these is used). If the spell roll exceeds the Ability roll, then the difference is applied to Toughness.
6. Influence spells: The Ability-Dice-Chain for Willpower is rolled. If the spell roll exceeds the Ability roll, then the appropriate Influence effect is applied as long as the spell is maintained.
7. Poison: Roll poison damage vs. Resistance > Poison. Difference in rolls applied to Toughness (or to a specific Ability, depending on the nature of the poison).
8. Environmental conditions: Roll environmental damage vs. Endurance. Difference in rolls applied to Toughness.
9. Traps and Disaster Avoidance: Roll Reflexes vs Challenge Rank of the trap or danger.
10. Falling damage: Roll Endurance vs. the amount of damage. Difference in rolls applied to Toughness.
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I will be play-testing these variations in the coming weeks. Any ideas or suggestions are welcome!
I have been thinking about the game mechanic of Resilience lately. First let me say that I really like ERP. It has some great ideas, and some great strengths. For me the ADPs and the magic system are great. But after playing ERP for 12 sessions now (not a huge amount of experience, but I think I have a handle on the game), and after reading the Traps supplement, I have realized that I don’t like the way that Resilience works as a game mechanic. Now, I like the premise of Resilience—that a PC is strong initially, but gets “worn down” during adventuring (gets less resilient) and eventually becomes more susceptible to danger. But in the game, it is not a gradual increase in susceptibility, it is a sudden change from “totally resistant” to “totally sensitive”.
Things I don’t like about Resilience:
1. Resistance to spells, environmental damage, poisons is an “all or nothing” effect. The PC totally avoids any damage from the above hazards until the Resilience score is reduced to zero, then he is completely susceptible to all of the above hazards.
2. Resistance to spells, environmental damage, and poisons are all covered by the same mechanic. Although the argument can be made that one effect weakens the resistance to another effect, it seems to me to be cleaner to have them separate.
3. The game needs “saves”. To make it compatible with previous modules from D&D, C&C, and other games, a saving throw mechanic is needed. It is possible to convert the save into some sort of ERP spell effect, but there is something very cool about rolling a save.
----------------
So, how would I change things? First of all, I am not proposing that the existing Rules be scrapped. However, the option to use saves instead of Resilience would be a welcome addition to the Core Rules.
Here is my suggestion for a “saves” option:
1. Don’t use Resilience.
2. Change Resistance so that it applies only to non-magical stuff (alcohol, poisons, etc).
3. Combine Agility and Reflexes into Reflexes (or just ignore Agility).
Types of Saves:
4. Curse or Obscure spells (spells or spell-like effects that targets a specific Ability): The appropriate Ability-Dice-Chain is rolled. If the spell roll exceeds the Ability roll, then the difference is applied to the targeted Ability as long as the spell is maintained.
5. Harm spells: The Ability-Dice-Chain for Reflexes, Endurance, or Willpower is rolled (the nature of the spell determines which of these is used). If the spell roll exceeds the Ability roll, then the difference is applied to Toughness.
6. Influence spells: The Ability-Dice-Chain for Willpower is rolled. If the spell roll exceeds the Ability roll, then the appropriate Influence effect is applied as long as the spell is maintained.
7. Poison: Roll poison damage vs. Resistance > Poison. Difference in rolls applied to Toughness (or to a specific Ability, depending on the nature of the poison).
8. Environmental conditions: Roll environmental damage vs. Endurance. Difference in rolls applied to Toughness.
9. Traps and Disaster Avoidance: Roll Reflexes vs Challenge Rank of the trap or danger.
10. Falling damage: Roll Endurance vs. the amount of damage. Difference in rolls applied to Toughness.
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I will be play-testing these variations in the coming weeks. Any ideas or suggestions are welcome!