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The Red Avenger
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<blockquote data-quote="Bestbake" data-source="post: 8993465" data-attributes="member: 7040898"><p>That's super interesting to hear, Celebrim. An idea like that is something I've been mulling over too. I like the idea of teamwork and spellcasters appreciating a warrior be present from a mechanical sense and not just by being a meat-shield/distraction. It hasn't been a problem in games yet, though I think laying a good foundation to be the right thing to do.</p><p></p><p>I really like how Trailblazer, by Bad Axe Games, developed the "spine"- breaking down the stats of 3.5 so we can make educated guesses at where numbers should be. The saving throw portion of the spine shows some pretty abysmal numbers, especially considering how D&D up until 3.X handled saving throws.</p><p>An option I had considered was increasing the rate that good and poor saving throws improve. Rates I wanted to try were +2/3 for good saves and +1/2 for poor saves (with some type of 1st level bonus, like how good saves start at +2). A fix like this would also alleviate any issues that come from the DCs of non-spell sources. Had you thought of using something like this to fix the spell DC problems?</p><p>I'm yet to trial this though, after a hiatus I've returned to 3.X intent to lean much more heavily towards 3.0 because I like its monster design more. I'd like to see (or create) a 3.0 spine, because the numbers are different enough from a quick glance between the two. I know to take the idea of the spine with a large pinch of salt because of the challenge rating clause can be out of place, but still, a rough idea is better than none........ though in typing all this out, there is no harm in implementing better save progressions and trialing it.</p></blockquote><p></p>
[QUOTE="Bestbake, post: 8993465, member: 7040898"] That's super interesting to hear, Celebrim. An idea like that is something I've been mulling over too. I like the idea of teamwork and spellcasters appreciating a warrior be present from a mechanical sense and not just by being a meat-shield/distraction. It hasn't been a problem in games yet, though I think laying a good foundation to be the right thing to do. I really like how Trailblazer, by Bad Axe Games, developed the "spine"- breaking down the stats of 3.5 so we can make educated guesses at where numbers should be. The saving throw portion of the spine shows some pretty abysmal numbers, especially considering how D&D up until 3.X handled saving throws. An option I had considered was increasing the rate that good and poor saving throws improve. Rates I wanted to try were +2/3 for good saves and +1/2 for poor saves (with some type of 1st level bonus, like how good saves start at +2). A fix like this would also alleviate any issues that come from the DCs of non-spell sources. Had you thought of using something like this to fix the spell DC problems? I'm yet to trial this though, after a hiatus I've returned to 3.X intent to lean much more heavily towards 3.0 because I like its monster design more. I'd like to see (or create) a 3.0 spine, because the numbers are different enough from a quick glance between the two. I know to take the idea of the spine with a large pinch of salt because of the challenge rating clause can be out of place, but still, a rough idea is better than none........ though in typing all this out, there is no harm in implementing better save progressions and trialing it. [/QUOTE]
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