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Save: Difference between revisions

From Metaforce TTRPG
Completely revised Save mechanic, it's good now!
Updated Save logic
 
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  A '''Save''' occurs when an attacker or trigger meets or beats their target's '''Status Defence'''. The target may have the opportunity to make a '''Saving Throw''' as a last-ditch effort to minimise the effects on undesirable or deadly conditions. Succeeding reduces the magnitude of the effect whereas a Critical may negate it entirely.
  A '''Save''' can occur when an attacker or trigger meets or beats their target's '''Status Defence'''. The target may have the opportunity to make a '''Saving Throw''' as a last-ditch effort to minimise the effects on an undesirable or deadly condition. Succeeding reduces the magnitude of the effect, getting a significantly high roll may may negate it entirely.
 
==The Saving Throws==
There are four types of saving throws: '''Body''', '''Reflex''', '''Mind''' and '''Luck'''. The first three correspond to '''Endurance''', '''Agility''', and '''Charisma''' respectively. The final Save is relative to the user's Level.
A Luck save is the final roll a character can attempt to avoid an outcome that would permanently alter or end their character, success will prevent or mitigate the effects.


==Save Trigger Requirements==
==Save Trigger Requirements==
  A character can make a Saving Throw under the following conditions:
  A character can make a Saving Throw under the following conditions:
   
   
  ♦ The '''Game-Master asks''' a player to roll a Saving Throw for the character, including bonuses if any.
  ♦ The '''Game-Master asks''' a player to roll a Saving Throw for the character, for any reason.
   
   
  ♦ Character has '''Proficiency''' or '''Expertise''' in an Attribute or Status Defence that the Saving Throw allows. They can add their '''Attribute Bonus or die''' to this roll, respectively.
  ♦ Character has '''Proficiency''' or '''Expertise''' in an Attribute or Status Defence that the Saving Throw allows. If it is Expertise, the roll is made at [[Advantage]].
   
   
  ♦ Character owns a '''Metaphor or Feature''' that lets them roll Saving Throws, following any proficiency rules as stated above.
  ♦ Character owns a '''Metaphor or Feature''' that lets them roll Saving Throws, following any proficiency rules as stated above.
♦ Game master permits the character to [[Exert]] X to trigger a Saving Throw, additional cost may raise the throw to Proficient or Expertise.
   
   
  ♦ Player has access to a [[Meta Power]] to trigger Saving Throws, and may pay MP to do so.
  ♦ Player has access to a [[Meta Power]] to trigger Saving Throws, and may pay MP to do so.
==Proficiency and Expertise==
If a character is considered '''<code>Proficient</code>''', they can add their '''Attribute Bonus''' to the check. If they have '''<code>Expertise</code>''', they can roll their '''Attribute dice''' instead. Attribute dice are the same as Metaphor Component dice ranks.
If a character is neither but still allowed to roll a Saving throw, they roll a d12 and whatever modifiers their exception permits.


==The Saving Throw==
==The Saving Throw==
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  If the character rolls 10 or more higher than the Save TN, it becomes a '''Miraculous Save''', instead of reducing the status magnitude, the magnitude is '''reduced to 0''' and the character is '''unaffected'''. Rolling a 12 on this die still [[explode]]s as any regular d12 does.
  If the character rolls 10 or more higher than the Save TN, it becomes a '''Miraculous Save''', instead of reducing the status magnitude, the magnitude is '''reduced to 0''' and the character is '''unaffected'''. Rolling a 12 on this die still [[explode]]s as any regular d12 does.
The Target number can't be lowered below '''4''', no matter how high the character's level or attribute.
   
   
  <small>''"The Rogue sneaks into the Archmage's chambers to steal an artifact. As they approach a box containing what they seek, they are subject to a Magnitude 30 Sleep status effect upon touching it. This exceeds their Mind Defence of 16 to the point they will get a Severe condition (Sleep for 24 hours). The Rogue has a Metaphor to allow them to roll Mind Saving Throws with Proficiency. So with their Charisma of 3, the Target number is reduced to 10 and they roll a d12 plus 3. If they meet or exceed the TN, they reduce the magnitude by half and only become Drowzy for the lesser form of the Sleep effect."''</small>
  <small>''"The Rogue sneaks into the Archmage's chambers to steal an artifact. As they approach a box containing what they seek, they are subject to a Magnitude 30 Sleep status effect upon touching it. This exceeds their Mind Defence of 16 to the point they will get a Severe condition (Sleep for 24 hours). The Rogue has a Metaphor to allow them to roll Mind Saving Throws with Proficiency. So with their Charisma of 3, the Target number is reduced to 10 and they roll a d12 plus 3. If they meet or exceed the TN, they reduce the magnitude by half and only become Drowzy for the lesser form of the Sleep effect."''</small>
[[Category:Mechanics]]
[[Category:Mechanics]]

Latest revision as of 18:41, 14 March 2026

A Save can occur when an attacker or trigger meets or beats their target's Status Defence. The target may have the opportunity to make a Saving Throw as a last-ditch effort to minimise the effects on an undesirable or deadly condition. Succeeding reduces the magnitude of the effect, getting a significantly high roll may may negate it entirely.

The Saving Throws

There are four types of saving throws: Body, Reflex, Mind and Luck. The first three correspond to Endurance, Agility, and Charisma respectively. The final Save is relative to the user's Level.

A Luck save is the final roll a character can attempt to avoid an outcome that would permanently alter or end their character, success will prevent or mitigate the effects.

Save Trigger Requirements

A character can make a Saving Throw under the following conditions:

♦ The Game-Master asks a player to roll a Saving Throw for the character, for any reason.

♦ Character has Proficiency or Expertise in an Attribute or Status Defence that the Saving Throw allows. If it is Expertise, the roll is made at Advantage.

♦ Character owns a Metaphor or Feature that lets them roll Saving Throws, following any proficiency rules as stated above.

♦ Player has access to a Meta Power to trigger Saving Throws, and may pay MP to do so.

The Saving Throw

The base TN for a Saving Throw is 12 minus the character's Attribute bonus. So a bonus of 2 means a TN of 10. Rolls the following formula, if they meet or exceed the TN, they Succeed on the Save, otherwise they fail:

[ Saving Throw Target Number = 12 - Attribute Bonus ]
[ Saving Throw = d12 + Attribute Bonus OR Attribute Die ]

If the character rolls 10 or more higher than the Save TN, it becomes a Miraculous Save, instead of reducing the status magnitude, the magnitude is reduced to 0 and the character is unaffected. Rolling a 12 on this die still explodes as any regular d12 does.

The Target number can't be lowered below 4, no matter how high the character's level or attribute.

"The Rogue sneaks into the Archmage's chambers to steal an artifact. As they approach a box containing what they seek, they are subject to a Magnitude 30 Sleep status effect upon touching it. This exceeds their Mind Defence of 16 to the point they will get a Severe condition (Sleep for 24 hours). The Rogue has a Metaphor to allow them to roll Mind Saving Throws with Proficiency. So with their Charisma of 3, the Target number is reduced to 10 and they roll a d12 plus 3. If they meet or exceed the TN, they reduce the magnitude by half and only become Drowzy for the lesser form of the Sleep effect."