Friday, April 25, 2025

Status Effects & Conditions (2025)

This'll be a bit of another hybrid post, similar to the last one. So, I've done a post previously about this topic, but I kept some things close to the vest. I didn't feel like the designs were necessarily finalized (and playtesting may still break some things) but since that post, I haven't made any significant changes to the designs... So I've decided to share them here, in full. 

Now, the thing that this has me thinking about with the sequel, is how saves should be structured. The obvious idea from D&D is to base saves off of "attributes" but perhaps it'd make more sense to base them off of effects? Prior to 3.x, D&D tended to have saves based on the origin of the effect, such as a wand or a dragon's breath.

With TNP, the "dazzled" effect is nested into both the "dazed" and "dominated" effects; maybe it would make some sense to have those saves tied to a mental defense, using INT? Likewise, "frazzled" is nested into "fazed" and "frightened" -- all of which seem to line up with a CHA save. Without a CON attribute in play thus far, it feels like it might warrant being represented as a save (if nothing else) particularly against effects like "exhausted" or "weakened" (assuming it'd be preferable to just using STR.) Maybe with lower/flatter HP, "current HP" could be used as a DC for effects that would target CON -- something that would degrade through attrition? The other issue is that DEX doesn't really lend itself well to a save, if AGIL is in the mix -- so it makes it hard to "balance" a setup like TNP's into something where every attribute has a save (such as in 5e.)

I also kind of like the idea of more situational bonuses, akin to (2014) 5e having gnomes gain advantage on mental saves vs. magic, halflings getting advantage on saves vs. being frightened, elves being immune to magical sleep and advantage against being charmed, etc. It might end up being that the defenses are their own array, not tied to attributes -- or maybe there's just one generic "defense" roll, and only situational bonuses apply? An interesting thing with this is you could nest two 'saves' into one roll; maybe you have a different bonus for attacks that target AC/HP than for ones that cause fear, so an attack that does both only calls for one defense roll, but the differing bonuses would be applied to that roll, to determine whether damage, effect, or both would "hit."

Now tentatively, the defense roll in the sequel would be a simple 2d6, with flat modifiers. The reason for this is that unlike attack rolls, adding dice to the pool is kind of a waste, since they cannot be converted to damage dice. Relatedly, since many of the penalties in the TNP designs hinge on disadvantage, they don't easily or directly translate to this 2d6 system idea. You could do something like "roll 3d6 and take the 2 lowest" but I feel like if the DC mechanic is a dice roll, then the modifiers should be static -- whereas with TNP, the DC is static, and the modifiers are dice rolls. So, penalties to things like defense rolls would be simple -1 or -2 to the roll (depending on what the math ultimately would dictate.)

Worth mentioning is how this leans into monster designs. I've said a few times that the status effects and conditions aren't really worked into the PC mechanics all that much, but they definitely still could be, for monsters -- especially if they're meant to be more "built on the fly." The steeper debilities might be limited to the more difficult monster types, but I also should reiterate that the baseline in TNP is that any bonus or penalty is assumed to only last for 1 round; that also goes a long way in defining monster capabilities, as well. Another monster mechanic that was hinted at was the sort of "recharge/special" effect, if the monster roll (1d10 and 1d6) were a tie. Perhaps this could be something that upgrades effects, either in severity (such as stepping up dazzled to dazed or dominated) or in duration (from 1 round, to a "save ends" kind of effect.)

...

I think the sequel stuff is rounding into shape, as far as basic mechanics. I just need to focus on hammering out the necessary "playtest materials" for TNP, in the meantime.

Check back in the first week of May for another post!

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