Possible rolls against magic?
Anyone familiar with Basic D&D? It offers several saving rolls based on the type of attack
a hero would be saving against:
Spells/Magic Staves/Magic Rods
Turn to Stone
Poison and Death Ray
Dragon Breath
(might be one more - I don't have the book in front of me).
What would you all think about implementing something like this for HQ. For anyone sort of save,
the player would roll 2 red dice. Each hero would have its own base saves for the attack types...
you know, elves and wizards might save better against spells, but no so good against poison...
dwarves would save good against spells and poisons, not so good against dragon breath...etc.
Most of the saves would start between 7 and 10...the player would have to roll above that to
be successful.
This would allow the ability for magical items to give better saves...more powerful monsters would
require higher saves...etc.
Just been thinking about a way to add a system for heroes to fight back against certain attacks, without
having to write it out in quest notes all the time, and that would allow magical items and such (as stated
above).
a hero would be saving against:
Spells/Magic Staves/Magic Rods
Turn to Stone
Poison and Death Ray
Dragon Breath
(might be one more - I don't have the book in front of me).
What would you all think about implementing something like this for HQ. For anyone sort of save,
the player would roll 2 red dice. Each hero would have its own base saves for the attack types...
you know, elves and wizards might save better against spells, but no so good against poison...
dwarves would save good against spells and poisons, not so good against dragon breath...etc.
Most of the saves would start between 7 and 10...the player would have to roll above that to
be successful.
This would allow the ability for magical items to give better saves...more powerful monsters would
require higher saves...etc.
Just been thinking about a way to add a system for heroes to fight back against certain attacks, without
having to write it out in quest notes all the time, and that would allow magical items and such (as stated
above).