This idea was rumbling around my head and I wanted to see what you guys think.
Saving throws are still a d20 + modifier roll. However, they no longer scale with level but are fixed.
Good Saves provide a +2 bonus, Poor saves a +0 bonus. Multiclassing into new classes or prestige classes do not increase this bonus, but could allow a Poor save to become a Good one. Classes that provide 2 Good saves (Ranger, Cleric, etc), now provide Average saves, a +1 bonus to both formerly Good saves. Monks can choose between a +2 bonus to any one save or take a +1 bonus to any 2 saves.
Example 1: A Wizard (Good Will/Poor Fort-Ref) takes a level of Fighter (Good Fort/Poor Ref-Will). The Wizard now has the option of claiming as his Good save either Fort or Will (but not both).
Example 2: A Fighter takes a level of Blackguard. Because both have Fort as the Good save, there is no change in saves.
Example 3: An elf Fighter/Wizard takes on a level of Arcane Archer. The character can now choose to have as his Good save either Will, Fort, or take a +1 bonus to Fort and Ref.
The point is that classes now provide no more than a +2 bonus to saves.
Save DCs are fixed and set based on the difficulty of the event triggering the save.
Easy difficulty = DC 7.
Average difficulty = DC 12.
Hard difficulty = DC 17.
Severe difficulty = DC 22.
Epic difficulty = DC 27.
How do you determine the difficulty? Based roughly on character level, but also taking other factors into consideration, such as the monster and the potentcy of their attack, DM fiat, circumstance bonuses or penalties, etc.
Roughly something of equal level to the player (give or take 2 levels) operates at an Average difficulty. This gives roughly a 50% chance of success after factoring in the save modifier (Good/Avg/Poor), ability mods and any other bonuses that may or may not be present.
Something 3 levels or more lower than the PC is Easy, while something 3-5 levels above would be Hard. Severe would be something 6 levels or more above the PCs level, or something extraordinarily dangerous such as an Adult Dragon's breath weapon. Epic would be something that the average person would have no chance against (a Lich casting Wail of the Banshee, etc.).
The saving throw feats (Iron Will, Luck of Heroes, etc.) still apply, as do spells and magic items that increase saving throws.
Characters are able to make a Great Escape on any save with an Easy difficulty. Escape meaning they completely avoid the effects on a successful save (any save, Will, Fort or Ref), and if they fail, they suffer only the most minimal effects (1 point of ability score damage, 1hp damage per die, duration of ongoing effects for 1 round only, etc.. So, a Ray of Enfeeblement that's an Easy save would only drain 1 point of Strength instead of 4, while a Charm that would last for 10 rounds would only work for 1 now and a fireball would only do 1 point per die of damage.
If the saving throw beats the DC of a Difficulty two steps higher than the listed Difficulty, the character gets an Escape on that save. An Escape means no damage/effect on a successful save, and on a failed save, half damage/effect.
Spell Resistance could also be incorporated into this. Any creature with Spell Resistance would treat the spell or effect as if it were 1 step lower in Difficulty (Severe would be Hard, Average would be Easy) and the character gets an Escape on that save, or a Great Escape if Difficulty is reduced to Easy.
Saving throws are still a d20 + modifier roll. However, they no longer scale with level but are fixed.
Good Saves provide a +2 bonus, Poor saves a +0 bonus. Multiclassing into new classes or prestige classes do not increase this bonus, but could allow a Poor save to become a Good one. Classes that provide 2 Good saves (Ranger, Cleric, etc), now provide Average saves, a +1 bonus to both formerly Good saves. Monks can choose between a +2 bonus to any one save or take a +1 bonus to any 2 saves.
Example 1: A Wizard (Good Will/Poor Fort-Ref) takes a level of Fighter (Good Fort/Poor Ref-Will). The Wizard now has the option of claiming as his Good save either Fort or Will (but not both).
Example 2: A Fighter takes a level of Blackguard. Because both have Fort as the Good save, there is no change in saves.
Example 3: An elf Fighter/Wizard takes on a level of Arcane Archer. The character can now choose to have as his Good save either Will, Fort, or take a +1 bonus to Fort and Ref.
The point is that classes now provide no more than a +2 bonus to saves.
Save DCs are fixed and set based on the difficulty of the event triggering the save.
Easy difficulty = DC 7.
Average difficulty = DC 12.
Hard difficulty = DC 17.
Severe difficulty = DC 22.
Epic difficulty = DC 27.
How do you determine the difficulty? Based roughly on character level, but also taking other factors into consideration, such as the monster and the potentcy of their attack, DM fiat, circumstance bonuses or penalties, etc.
Roughly something of equal level to the player (give or take 2 levels) operates at an Average difficulty. This gives roughly a 50% chance of success after factoring in the save modifier (Good/Avg/Poor), ability mods and any other bonuses that may or may not be present.
Something 3 levels or more lower than the PC is Easy, while something 3-5 levels above would be Hard. Severe would be something 6 levels or more above the PCs level, or something extraordinarily dangerous such as an Adult Dragon's breath weapon. Epic would be something that the average person would have no chance against (a Lich casting Wail of the Banshee, etc.).
The saving throw feats (Iron Will, Luck of Heroes, etc.) still apply, as do spells and magic items that increase saving throws.
Characters are able to make a Great Escape on any save with an Easy difficulty. Escape meaning they completely avoid the effects on a successful save (any save, Will, Fort or Ref), and if they fail, they suffer only the most minimal effects (1 point of ability score damage, 1hp damage per die, duration of ongoing effects for 1 round only, etc.. So, a Ray of Enfeeblement that's an Easy save would only drain 1 point of Strength instead of 4, while a Charm that would last for 10 rounds would only work for 1 now and a fireball would only do 1 point per die of damage.
If the saving throw beats the DC of a Difficulty two steps higher than the listed Difficulty, the character gets an Escape on that save. An Escape means no damage/effect on a successful save, and on a failed save, half damage/effect.
Spell Resistance could also be incorporated into this. Any creature with Spell Resistance would treat the spell or effect as if it were 1 step lower in Difficulty (Severe would be Hard, Average would be Easy) and the character gets an Escape on that save, or a Great Escape if Difficulty is reduced to Easy.