Damage Save System part 2
Spells:
Basically, I’ve grouped the damage dice together so: d4s and d6s are in one group, d8s and d10s are in one group, and d12s and d20s are in the last group.
1d4 or 1d6 equals +1 point of damage. So a first lvl magic missile, 1d4, would be a +1 damage bonus (for a total damage score of 16). A flaming sphere or a 2d4 magic missile would both do damage worth of +2.
A spell that deals 2d8 or 2d10 worth of damage would in this system deal +3. So to represent the larger die, it gets a single +1 no matter how many other dice of damage the spell deals in regular D&D.
+1 is a lot more powerful in this system than in a HP system. A spell that deals 2d12 or 2d20 damage, now gets a +4 for the damage roll. +2 Because there are two dice, and then +2 to represent the damage die.
This means that all the dice gives +1 damage pr. die, but if the die is a d8 or a d10, add the +1 bonus too. If it's a d12 or a d20, add a +2 bonus.
For example, a spell that deals 4d8 worth of damage, will in this system deal +5 worht of damage.
16d12 will here deal +18 worth of damage.
When struck by a spell, it works like with regular damage. This means that a person attacked by a spell, can shrug off all of the lethal damage.
However, I think that spells should always cause at least some amount of damage, just as in regular D&D.
Even if you succeed your spell save, if a spell hits you, no matter what, you become bruised. If a spell hits you with a damage of 5 or more, you become dazed.
If a spell hits you with damage 10 or more, you become hurt and if a spell hits you with damage 15 or more, you become wounded.
Things to consider regarding spells:
A +1 to damage in this system is a lot more than in regular D&D. So you might want to limit spells a bit. Spells that normally cause 1d6 pr. caster level, might now cause 1d6 every other caster level.
A different approach is to instead make the DC for spell damage 10 + damage, instead of 15 + damage.
Also, spells like flamesword that does 2d6 dam +1 for every caster level should definitely be changed. The +1 pr. Caster lvl is very, very powerful for a spell that lasts as long as flamesword.
Also, limiting the spells like that might make some of them too weak. For example, if your fireball now deals +1 pr. every other caster level.
To power it up a bit, without making it totally overpowered, you could rule that it sets what it hits on fire.
DC 15 to put out the fire. A character on fire gets +2 damage (Tougness Save DC 17) every round.
Or maybe you suffer fatigue from the blow too.
Healing spells:
Magical healing of course has to be changed too.
All healing spells can be used to stabilize dying characters, and all healing spells gives a +5 to the recovery check.
Cure Minor Wounds: Allows the target to make a recovery check (DC 10) to heal bruised or hurt conditions.
Cure Light Wounds: Allows the target to make a recovery check (DC 10) to heal wounded, dazed or unconscious conditions. Or automatically heal bruised or hurt conditions.
Cure Moderate Wounds: Allows the target to make a recovery check (DC 10) to heal disabled or staggering conditions.
Or automatically heals all bruised and hurt conditions. Or either a dazed or wounded conditions.
Cure Serious Wounds: Allows the target to make a recovery check (DC 10) to heal dying conditions. Or automatically heal one other condition.
Cure Critical Wounds: Automatically heals hurt, bruised, wounded, dazed and unconscious conditions. Or heals one dying condition.
Heal: Heals everything.
Noteworthy spells:
False Life: This spell might instead give a +1 pr. every other caster level to your Toughness Save for the duration of the spell.
Mage armour: Half of the bonus stacks with regular armour when determining Toughness Save.
Holy Sword: Can be a real killer. Regular weapon damage +2 (2d6) +5 is a lot. You might want to limit it to the +2 only.
Inflict spells: You might want to get rid of the +1 pr. caster level, or only keep it as +1 pr. caster level.
Protection from Alignment: Gives a bonus to the Toughness Save.
Maybe also to the Defense Bonus.
Vampiric Touch: You damage one condition, and heal one.
Other things to consider:
Natural Armour: A lot of creatures have some pretty powerful natural amour. Add half of the bonus to the toughness saves, instead of all of it.
Damage Reduction: Just keep it as it is. You might want to half it down though.
Regeneration: A creature with regeneration may make recovery check for it’s worst condition every round. It cannot do this if damage by fire or acid.
Temporary HP: Might give a bonus to Toughness Save, or perhaps makes your next Toughness Save an automatic success.
Power Attack:
Power attack become way to powerful, change it to this:
Subtract a number up to 5 from your dodge bonus and add the same number to your attack roll. You cannot lower you dodge bonus below 0 nor more than double your attack bonus.
Combat Expertise:
Shouldn't add to the toughness save, but the defense bonus. I'm not sure if this is balanced. Also, it probably shouldn't stack with fighting defensively.
Monsters
It’s pretty simple to convert creatures into the damage save system. The biggest problem is that the CR of the creature might be a bit off, but that’s not that big a deal.
Use the constitution and armour to determine their Toughness Save. You might want to give them a +2 pr. size greater than medium too.
Undead: Make the Undead use their Charisma modifier, instead of their Constitution modifier when calculating their Toughness Save bonus.
New Feats:
Precise Attack*
Prerequisites: Dex 14
You can subtract a number up to 5 from your attack’s damage bonus and add the same number to your attack roll. You can’t lower your damage below 0 nor more than double your attack bonus.
Great Toughness*
Prerequisites: Con 14
You gain a +1 bonus to your Toughness Save.
*A fighter can take these feats as bonus feats.
