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Old 07-20-2018, 07:10 AM   #1
zot
 
Join Date: May 2018
Default Saving rolls for continuing spells?

TFT doesn't have active defense so not allowing a saving roll for Drop Weapon, Trip, and Break Weapon seems reasonable (after all, there's no saving roll for damage).

Some continuing spells, however, seem quite overpowered. You can use Avert, Sleep, and Freeze to eliminate people from a combat and, for Sleep and Freeze, render them completely defenseless. It seems to me that a victim should at least get a saving throw the second time such a spell is renewed (and maybe every time after that). Second time instead of first time because Sleep should at least make someone sleep for a whole turn (otherwise you play whack-a-mole like in Skarg's favorite Trip-stand up-trip-stand up example).

Avert can prevent someone from casting spells, from using a missile weapon and, potentially, from making melee attacks (depending on positioning). Also, it's nasty to cast it on someone engaged, and particularly nasty to cast it on someone engaged in HTH, since HTH disengagement requires a 4/DX roll.

Of course, allowing saving rolls might warrant a ST cost decrease...
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