SAVE THROWS: AN ALTERNATIVE METHOD & AS WORLD BUILDING DEVICES

Sidney Sime saves vs Death?
I am not really a fan of a single saving throw a la Swords & Wizardry. The triad of Reflex, Will, Fortitude, does make a lot of dry mechanical sense. But the classic five still have a lot of flavor and charm:

Somewhere it was suggested that your game's saving throws should be named for general things that might happen to players over the course of your game. Someone else once made a post linking each of the saving throws to a demon prince in the Fiend Folio. So a character making a saving throw was like thwarting an evil force-- pretty cool.

I think the most difficult part to the saving throw is just how they feel like an arbitrarily high d20 number and there is not a lot of immediately comprehendible difference between classes. So what if instead of numbers we used increasing die size (a trick Perdition uses for skills) and attempting to roll a 6+?

With any B/X retroclone,  a first level Fighter might start out with all d6s. A dwarf might start all d6s, but a d8 for Poison. A halfling might have a d8 for Breath. Elf and wizards might have d8 for Magic. A cleric might start with two d8s based on their god.

What about the Lost Serpent King & The Broken Forest of Ynn? My sorta Sidney Sime-inspired fairy tale romp?

Taking the rule that saving throws should reflect the adventure, maybe the saves (save on a 6+) would be: Confusion, Illusion, Eternal Slumber, Imprisonment, Transmogrification, Fortune. The idea is that death by damage is avoided, but protagonists are often put to sleep, imprisoned, cursed, transformed, lost and sometimes eaten (a type of transmogrification; swallowed is Imprisonment).

Humans and Halflings have higher Fortune being lucky (d8). Dwarfs, with hearts of stone, might suffer to Eternal Slumber and Imprisonment (d6but strong against Transmogrification/Confusion (d10). Elves being of magical origin might do well against Impresionment/Eternal Slumber (d8) but easy to anger and distract (so weak against Confusion and Illusion; d6).

UPDATE: To circle back to the first point about save throws reflecting the world. Would it change the feel of a game if the saves where the seven deadly sins- Pride, Greed, Lust, Envy, Gluttony, Wrath, and Sloth? Better to use the 7 virtues? Are various hexcrawls and modules improved by changing the saving throws? Would Carcosa be better with differently named saves? What would Hot Springs Island be? Fire, Water, Blood, Sugar, Sex, Magik?

MONSTER MANUAL DONE RIGHT

This might be righ up there with Fire on the Velvet Horizon: https://middenmurk.blogspot.com/2019/03/bestiary-of-fabled-occident.html?m=1

THE LOST SERPENT KING & THE BROKEN FOREST OF YNN



Re: Ynn, Magic Girl, Henry Justice Ford Monster Manual- I keep going back to a campaign where there is the Forest of Ynn, A lost Serpent King, and the PCs are all half-siblings.

Each PC will only have one parent in common. So player 1 is the child of the Serpent King and the Human Queen. But player 2 will share either one of the parents in common, but have another different one: if human then a monster/animal/mythic creature; if monster, then a human parent.


The non-human half will give the player a non-numerical ability. Then they set off on a hexcrawl across Ynn in search of the Serpent King and the reason for Ynn's malfunction. Try to attempt to use all the monsters from the JFMM ("jay-fam"?) and give it a very fairy tale feel of the Bros. Grimm variety.


Maybe some of the antagonists should be basilisks or behirs who were lizards grown monstrous from wearing the Serpent King's shed skin like a false crown.


Very relevant to this effort: https://blog.thesconesalone.com/2019/03/the-gardens-of-ynn-referee-control.html

ISN’T RELIGIOUS FERVOR INSANITY ANYWAY?

http://cavegirlgames.blogspot.com/2019/01/hazards-of-metacognition.html?m=1

Cavegirl always coming with the great nonstandard mechanics. These are for insanity in her psychedelic dream game but I feel like could also be good mechanics for clerics.

Earning XP by drastically different methods could represent just how different the player views the world.

CAREERS IN YOON-SUIN

Thought this was a great post from Yak-Man Cometh as a way to replace Lamentation skills with careers the PCs might have had before they became adventures in Yoon-Suin:

Alchemist
Animal Handler
Arcanist
Assassin
Burglar
Engineer
Hunter
Medic
Merchant
Polyglot
Scholar
Sherpa


Use the same method of putting points toward each career and rolling a d6 to see if the character passes a check. I do like that because they are not specific skills, a player will have to think about how it could apply to a given situation. However, it is a little wonky to understand how a past career is advanced when the character has just been adventuring (thinking specifically of the specialist).

But in staying true to Yoon-Suin, I feel like some of these would be restricted due to social standing. Specialists can pick from any class, Magic-Users from "High" and Dwarves always have engineer. Maybe group as follows (roll 1d6 at character creation):

1-3 Poor
Animal Handler
Burglar
Hunter
Sherpa
4-5 Merchant
Merchant
Polyglot

Assassin
Medic
6 High
Scholar
Alchemist
Engineer
Arcanist

CREATING CONTROL PANELS

Great post and fantastic template for creating your own control panels- or a single landscape sheet spread of information to be used at the table.

https://blog.thesconesalone.com/2019/01/referee-control-panels-for-red-pleasant.html