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I, too, like the saving throw mechanism. Though, as Patrice says, it depends upon the level of abstraction of the game. I like simple mechanisms with limited modifiers and keeping the players involved. Opposed die rolls (or ‘to hit’ and ‘save’ rolls) fill that role. Splitting the modifiers between offensive and defensive factors makes sense to players, but with two players actively engaged neither one has to shoulder the entire burden to figure out the odds of success. You’re sharing the ‘mechanical labor’ of the game.And also, the more dice thrown, the more nuanced the attack/defense can be.

But I also like to keep each roll down to one or two dice per player–and preferably the same type of dice! I can’t stand games where you use different types of dice in opposed rolls (well, for anything if I’m totally honest). That is just unnecessary complexity!

Self taught, persistently behind the times, never up to date. AKA ~ jeff
More verbosity: http://petiteguerre.blogspot.com/