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*Dungeons & Dragons
07/29/2013 - Legends & Lore It’s Mathemagical!
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<blockquote data-quote="Blackwarder" data-source="post: 6163890" data-attributes="member: 6688285"><p>I don't like the idea of save DC being fluid like Mike suggest in the article, I wasn't sure how I felt about it before but having a day to think about it I really don't like it.</p><p></p><p>First of all, it require another calculation around the table, blah.</p><p>Secondly, it require another more time around the table while folks search for their spell DC or wait to hear what it is.</p><p>Third, I don't think that casting a higher level spell should automatically make the spell harder to resist, I'd much rather have higher level spells have their effects grow in power and length than simply make them higher to resist so a 9th level sleep would be sufficient to to effect an entire village for a full day but it wouldn't be harder to resist, higher level spells should just have bigger effects on a save.</p><p></p><p>On reflection I think that having the save DC be tied to the target instead of the attacker is the best way to go, it makes it much easier to so at a glance the odds, it's easier to balance and it's quicker while playing around the table.</p><p> </p><p>Edit: and before folks start complaining high level monsters/PC will always pass the save I just want to point that we already have a mechanic in D&DNext to solve that, it's called disadvantage.</p><p></p><p>Warder</p></blockquote><p></p>
[QUOTE="Blackwarder, post: 6163890, member: 6688285"] I don't like the idea of save DC being fluid like Mike suggest in the article, I wasn't sure how I felt about it before but having a day to think about it I really don't like it. First of all, it require another calculation around the table, blah. Secondly, it require another more time around the table while folks search for their spell DC or wait to hear what it is. Third, I don't think that casting a higher level spell should automatically make the spell harder to resist, I'd much rather have higher level spells have their effects grow in power and length than simply make them higher to resist so a 9th level sleep would be sufficient to to effect an entire village for a full day but it wouldn't be harder to resist, higher level spells should just have bigger effects on a save. On reflection I think that having the save DC be tied to the target instead of the attacker is the best way to go, it makes it much easier to so at a glance the odds, it's easier to balance and it's quicker while playing around the table. Edit: and before folks start complaining high level monsters/PC will always pass the save I just want to point that we already have a mechanic in D&DNext to solve that, it's called disadvantage. Warder [/QUOTE]
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