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<blockquote data-quote="Kerrick" data-source="post: 4603671" data-attributes="member: 4722"><p>Okay, now I see where you're going. You're treating them like bonus types - they all overlap, so only the best one applies. Cool.</p><p></p><p></p><p>That's exactly what I was thinking - I already have that mechanic (degree of success/failure) set up for several other things, and it works very well.</p><p></p><p></p><p>I like that.</p><p></p><p></p><p>Woohoo, I'm a drow! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> But seriously... I like the idea of SR being a "bonus to save" thing instead of an "all or nothing" effect. Combining SR and the save into one roll makes it a lot easier to handle.</p><p></p><p></p><p>This part seems a little complicated, and I'm not totally sure I understand it. Kerrick has a +10 Ref save, and moderate SR (which, for the moment, we'll say gives him a +10 bonus to his save) for a total of +20. The spell DC is 20. If he fails the save by 6-10 or less, he takes full damage. If he fails by 5 or less, his SR kicks in and he takes no damage. If he succeeds by 0-5, he takes no damage. If he succeeds by 6 or more, he takes half damage. Did I get that right? </p><p></p><p>If so, here's what I think should occur: SR should be a buffer, like actually making a save. Thus: </p><p></p><p>Fail by 6+: Full damage</p><p>Fail by 1-5: Half damage (because of SR)</p><p>Succeed by 0-5: Half damage (because of SR)</p><p>Succeed by 6+: No damage.</p><p></p><p>I know it sounds kind of counterintuitive - you're saying that SR applies only over a short range - but it punishes characters who make really good saves.</p><p></p><p></p><p>I like that. I changed evasion so that it's 1/4 damage on a successful save, because it's another "all or nothing" effect, but scaled damage avoidance is MUCH better.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4603671, member: 4722"] Okay, now I see where you're going. You're treating them like bonus types - they all overlap, so only the best one applies. Cool. That's exactly what I was thinking - I already have that mechanic (degree of success/failure) set up for several other things, and it works very well. I like that. Woohoo, I'm a drow! :lol: But seriously... I like the idea of SR being a "bonus to save" thing instead of an "all or nothing" effect. Combining SR and the save into one roll makes it a lot easier to handle. This part seems a little complicated, and I'm not totally sure I understand it. Kerrick has a +10 Ref save, and moderate SR (which, for the moment, we'll say gives him a +10 bonus to his save) for a total of +20. The spell DC is 20. If he fails the save by 6-10 or less, he takes full damage. If he fails by 5 or less, his SR kicks in and he takes no damage. If he succeeds by 0-5, he takes no damage. If he succeeds by 6 or more, he takes half damage. Did I get that right? If so, here's what I think should occur: SR should be a buffer, like actually making a save. Thus: Fail by 6+: Full damage Fail by 1-5: Half damage (because of SR) Succeed by 0-5: Half damage (because of SR) Succeed by 6+: No damage. I know it sounds kind of counterintuitive - you're saying that SR applies only over a short range - but it punishes characters who make really good saves. I like that. I changed evasion so that it's 1/4 damage on a successful save, because it's another "all or nothing" effect, but scaled damage avoidance is MUCH better. [/QUOTE]
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