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Post by nezumi on Apr 7, 2016 17:31:50 GMT -5
First off, it refers to stat-based saving throws -- sometimes in specific categories -- which isn't how things work in White Star/Swords & Wizardry. There's a generic saving throw roll against a predefined target number, sometimes boosted based on what the saving throw is for if the target has a special bonus. Stats don't normally enter into it.
Second, there's a few oddities where different places list different things about some mechanics -- both 1d6 and 1d6-1 are listed as damage for using powers without the wand, and the chance of powers attracting Gloom entities is listed both as based on a Wisdom SAving Throw, and as first having a 1 in 6 chance (or if the GM feels like it) before you get to that stage.
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Post by David Okum on Apr 7, 2016 18:06:10 GMT -5
Alrighty, I will take a closer look!
Firstly, the Saving Throw modifiers are based on the Universal Attribute Bonus Alternate Rules found on page 6 of S&W Whitebox and page 13 of White Star. It mentions modifying attacks, damage and Saving Throws, etc. My gaming group found these to to be quite handy in a game situation and use them in White Box and White Star. If you don't want to used the Alternate Rule as presented in Whitebox (pg 6) and White Star (pg 13) then you shouldn't use it for sure. It can speed up the game without them, but I like to reflect a character's stats in these rolls myself.
Secondly, I think the damage taken from not being able to use the wand is 1d6-1. I will make some changes and update the PDF as I must have missed that bit.
The Gloom summoning can sometimes be a pain, but with great power... I usually roll a 1d6 as a GM and on a 1 the Gloom has a chance to appear, requiring a Wisdom-modified Saving Throw (modified as per pg. 6 of the Whitebox rules). Often I DON'T WANT a Gloom to appear right now (the timing may be totally wrong for the drama of the story, etc.). It's up to the GM really. That's probably the old school player in me. IF I want the character to face some repercussions of using Star Sailor powers I will roll a d6. On a 1 I will get them to make a Wis-based Saving Throw and if they fail, 1d3 Gloom appear to destroy the character. That's what the Star Maidens and Mascots are for.
I hope this was helpful and I really hope you are enjoying a Star Sailor campaign. I am working on a book of monsters of the week for Star Sailors and expanding the random monster of the week table found in Star Sailors. I will be updating the PDF ASAP. Thank you!
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Post by David Okum on Apr 7, 2016 18:07:09 GMT -5
Discuss rules and rules clarifications for Star Sailors here.
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