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Hit Points. Did 3.0 Or 3.5 Get it Right?
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<blockquote data-quote="Celebrim" data-source="post: 9250971" data-attributes="member: 4937"><p>I haven't worked the numbers exactly, but I did overhaul 3.X saving throw difficulty such that spell level didn't increase saving throw difficulty. It was just as easy (or hard) to save versus Charm Person as Fireball or Finger of Death.</p><p></p><p>This along with the related change of not having HD add to the DC of a saving throw worked REALLY well for restoring sanity to 3.Xe and especially as you started getting to level 10 or so. Without that change, there is a problem in 3.Xe where everything is increasingly reliant on magical immunities to effects - mind control, poison, death magic, hold person, etc. - in order to be effective, and it's one of the biggest problems non-casters face is that in order to be effective they are still reliant on Hero's Feast, Freedom of Movement, Death Ward, Mindblank, etc. or they can be taken out too easily. If you restore the AD&D expectation that at the same time the consequences of failure are getting worse, the chance of failure is being reduced you go a long way to restoring the trade off with 'Save or Suck' where yes, if it works, it might be a win button but at the same time it's not that likely to work and so you might just waste an action.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9250971, member: 4937"] I haven't worked the numbers exactly, but I did overhaul 3.X saving throw difficulty such that spell level didn't increase saving throw difficulty. It was just as easy (or hard) to save versus Charm Person as Fireball or Finger of Death. This along with the related change of not having HD add to the DC of a saving throw worked REALLY well for restoring sanity to 3.Xe and especially as you started getting to level 10 or so. Without that change, there is a problem in 3.Xe where everything is increasingly reliant on magical immunities to effects - mind control, poison, death magic, hold person, etc. - in order to be effective, and it's one of the biggest problems non-casters face is that in order to be effective they are still reliant on Hero's Feast, Freedom of Movement, Death Ward, Mindblank, etc. or they can be taken out too easily. If you restore the AD&D expectation that at the same time the consequences of failure are getting worse, the chance of failure is being reduced you go a long way to restoring the trade off with 'Save or Suck' where yes, if it works, it might be a win button but at the same time it's not that likely to work and so you might just waste an action. [/QUOTE]
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Hit Points. Did 3.0 Or 3.5 Get it Right?
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