This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Poisons, Sleep, mind control… How do other systems handle these?

Started by Berserkmerc, April 12, 2018, 09:40:23 PM

Previous topic - Next topic

Berserkmerc

I have been trying to work on my resistances/saves vs things like personification, mind control, poisons, area of effects, traps and such. I have a very narrow view on these as most the games i played they were ether not used much by the GM or just a background stat. So i was wondering what games have you seen handle them well and how. I'm looking for some fresh ways to look at this so i can make my own but honestly it's got me stuck.

Bloody Stupid Johnson

Lots of approaches out there.
Poisons often split into either effects that can be modelled just as damage (if its something potentially lethal), or as special effects - e.g. paralyzation or nausea. The diversity of effects means it might sometimes be just a 'tag' or 'keyword' that determines if resistances of whatever sort are applicable - an individual spells might be 'cloud of death poison' (does damage) or 'cloud of paralysis poison' and the tag would just determine if it works on undead, dwarves take half damage, whatever (The 4E/5E D&D approach).
3E D&D had an 'ability damage' system where poison generally cost stat poisons - lethal effects damaged CON whereas paralyzation was DEX and enfeeblement was STR.
Ye olde school games very frequently just have 'save or die' type poisons - its mostly a matter of how expendable you consider PCs.  "Death" poison is also more acceptable if you can spend a luck point and reroll the death save, of course. Usually fatal effects you'd give PCs a save, though games sometimes also have general defense numbers - again, see 4E D&D - if the attacker rolls to attack and gets to go 'you're dead' the feel, psychologically, is perhaps not the best even if the probabilities work out the same.

Mind control saves I guess have similar problems to the 'death save' with it usually being all-or-nothing, though potentially you can have 'mental' hit points of some sort, or a condition track or similar - when they run out of physical HPs they die, when they run out mental HPs they're enslaved.
You can however also have more complicated systems where you work out how much 'damage' a power does (e.g. dice pool games might use counts of 'successes' to see what's possible).
DC Heroes was actually table-based, but for example in it, for Hypnotism someone would roll damage (power rating vs. target Int on a table), subtract the target's Mind score, and could make them do one 'thing' for each number of result points equal to their Mind (if you got 6 points and the target has Mind 2, you could make them do 3 things - their example was you could make them carry a bomb into someone's office, activate it and leave, then forget everything.). There was a further complication in that after the initial roll to 'implant' the suggestions', the victim would get follow-up rolls against each suggestion and the initial damage had to be split up and modified the follow-up rolls. Its involved.

soltakss

Systems such as RuneQuest/BRP have a strength for the potion that is matched against a property and has an effect if it overcomes. So, you don't save against the potion, as such, but the potion has to overcome you in order to work.
Simon Phipp - Caldmore Chameleon - Wallowing in my elitism  since 1982.

http://www.soltakss.com/index.html
Merrie England (Medieval RPG): http://merrieengland.soltakss.com/index.html
Alternate Earth: http://alternateearthrq.soltakss.com/index.html