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Alternate mechanic for Saving Throws
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<blockquote data-quote="Alex319" data-source="post: 4752365" data-attributes="member: 45678"><p>Also, one more comment.</p><p></p><p>You state that you don't have save bonuses and DCs go up by level. Instead, as I understand it, DCs are based on the caster's level in relation to the target's level. It seems like you have about one difficulty level (equal to 5 DC points) about for every 3 levels of difference.</p><p></p><p>Except for the discontinuous scaling, this is mathematically equivalent to having scaling saves and DCs where everyone gets +5 to all saves, and +5 to all save DCs against their attacks, every 3 levels. For example suppose that an attacker is level 9 and the defender is level 6. According to your system the attacker would gain an effective +5 boost to the DC. If you used the scaling DCs mentioned above, then the attacker would gain +15 to DC and the defender +10 to their save, for the same effective +5 boost. This method is also simpler in that you only need to do one comparison - under your system, you have to compare levels in order to compute the DC, then compare the DC with the save modifier in order to compute the number the player needs to roll to make the save.</p><p></p><p>Of course the system's effective scaling actually ends up being much faster than the RAW. My point is that your system doesn't actually eliminate the scaling, it just hides it - and the scaling is actually much faster than under the RAW (+5/3 per level instead of +1/2 to +1/level)</p></blockquote><p></p>
[QUOTE="Alex319, post: 4752365, member: 45678"] Also, one more comment. You state that you don't have save bonuses and DCs go up by level. Instead, as I understand it, DCs are based on the caster's level in relation to the target's level. It seems like you have about one difficulty level (equal to 5 DC points) about for every 3 levels of difference. Except for the discontinuous scaling, this is mathematically equivalent to having scaling saves and DCs where everyone gets +5 to all saves, and +5 to all save DCs against their attacks, every 3 levels. For example suppose that an attacker is level 9 and the defender is level 6. According to your system the attacker would gain an effective +5 boost to the DC. If you used the scaling DCs mentioned above, then the attacker would gain +15 to DC and the defender +10 to their save, for the same effective +5 boost. This method is also simpler in that you only need to do one comparison - under your system, you have to compare levels in order to compute the DC, then compare the DC with the save modifier in order to compute the number the player needs to roll to make the save. Of course the system's effective scaling actually ends up being much faster than the RAW. My point is that your system doesn't actually eliminate the scaling, it just hides it - and the scaling is actually much faster than under the RAW (+5/3 per level instead of +1/2 to +1/level) [/QUOTE]
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Alternate mechanic for Saving Throws
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