This is based on lots of discussion from a 90+ post thread. I present to you an Alternate method to doing the resist rolls than currently in the Core. I can't really mention all the people that contributed to that original post that this idea has spawned out of.
Note I am currently playtesting this in my games. Would love to hear from others that might be doing the same.
You can use a move action to recover from one or more banes afflicting you. This move action cost is a simplified way of representing any number of different ways you might go about shaking off the wide range of banes you might be afflicted by.
Note that some banes have different rules for how they can be resisted.
Many banes will persist for a longer duration after three failed resist attempts to shake them off. As such, you should keep a tally of any banes which you fail to resist.
When a bane is inflicted on you, determine the Resist Challenge Rating (CR) needed to shake off the bane.
Resist CR = 10 + Attribute Score used to invoke bane
Make a Resist Roll
When you use a move action to recover from one or more banes afflicting you, make a resist roll for each bane and compare it to the Resist CR. Pick an appropriate Attribute that makes sense for resisting or shaking off the choose bane. Roll 1d20 and add the Attribute Score.
Resist Roll = 1d20 + Attribute Score used to resist
Picking an Attribute
In order to use the attribute you need to explain how you are using it. The GM will determine if it makes sense and will either approve or deny the use of the attribute.
Riley the Shadow Rogue is immobilized with vines wrapped around their legs from Seamus causing the plants to grow up and trap them. Riley hacks away at the vines with their daggers in order to free themselves.
Seamus has a 5 in their Alteration Score used to grow the vines. Riley has a 6 in their Agility Score used to hack at the vines. Riley will roll 1d20 + 6 vs CR 15 (10 + 5).
Sam the Man is immobilized with an illusionary chains wrapped around their wrists and ankles from Smug Ryan. Sam's player wants to use their Might to break away from the chains, but the GM determines that won't work against an illusion, and he should choose Will, Logic, or Learning as examples. They ask about Perception, and the GM allows it. So Sam the Man looks closely at the chains to determine just how real they are.
Smug Ryan has a 7 in Influence Scored used to immobilize. Sam the Man has a 4 in their Perception Score used to look at the chains. Sam the man will roll 1d20 + 4 vs CR 17 (10 + 7).
If a player can explain adequately to their GM, they can add their chosen Attribute score to the resist roll. This can also add to the narrative of the combat in a unique way depending on which Attribute the player chooses.
Advantage and Disadvantage for Resist Banes
Note that Resist Banes is not an Attribute Roll, and as such can have more than one instance of (dis)advantage stacked to it at the GMs discretion. Some examples of:
- Various Feats that give Advantage to resist
- Foregoing your Major and Minor actions to preform a Superior Resist Bane
- Special conditions, character strengths, or character backstory that make sense for the narrative
- Various Feats that give Disadvantage to resist
- A Bane Attack that beat the targeted defense by 15+
- Special conditions, character weaknesses, or character backstory that make sense for the narrative