-Stephen the Alchemist, Purveyor of Medical Goods
|An Alchemist's Laboratory|
EDITED (2/27/13 @ 8:12 PM): I applied the most recent version of my notes to the details of Poison and Disease as I was working off of old notes for this post.
The System and Setting of Sophia's Children has a set of standard Conditions. I have designed these Conditions as associated mechanics in that the names and descriptions of the effects translate directly into the setting and narrative of the Game -- at least that is my goal.
Each of these Conditions have particular game-effects which are described below. Before getting into the different Conditions, I should talk about how Saving Throws work in Sophia's Children as I have done something slightly different with it than what may be expected.
The Saving Throw & Durations
Saving Throws represent overwhelming external or internal effects that are not impact by individual ability. Deadly Poison is Deadly Poison. A 50' Fall is a 50' Fall. Dodging in Heavy Armor is Dodging in Heavy Armor. I have deliberately removed the granularity of the Saving Throw.
The Saving Throw in my System is used to not only shrug-off a condition, it also handles Durations of effects in the System -- there are NO effects that last "3 rounds," "end of the 4th round," "1d6+1 rounds" et cetera.
Every Character (PC or Monster) has exactly ONE save available to them when they take an Action. They can choose which effect to save against, but can only choose one.
Some Conditions may become Permanent if they are not removed in time. These effects, when applied, begin a "Three Strikes" count. Failing to remove the condition three times in a row, either due to failing the Save or choosing to attempt a Save against some other condition, causes the effect to become Permanent.
Certain abilities can provide additional Saving Throws against effects, others may remove certain effect entirely (such as Remove Disease). Generally speaking, if an effect is Permanent, an additional Save can be made by the application of Minor or Major Healing on that Character. Using one of these additional Saving Throws against an effect that has not yet become Permanent, does not count as a Strike.
Currently I am experimenting with two different methods of resolving the Saving Throw. The goal with the design is for the Save to resolve as quickly as possible in the real-time play of the game. Outside of the resolution method in specific, there are exactly three kinds of Saving Throws: Easy, Standard and Hard. An Easy Save has about a 75% chance of success. A Standard Save has about a 50% chance of success. And a Hard Save has about a 25% chance of success. When a Saving Throw is called for in the System, it will also indicate which kind (Easy, Standard, Hard) it is.