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*Pathfinder & Starfinder
Alternatives to the feat-tax solution to to-hit and F/R/W defenses
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<blockquote data-quote="Elric" data-source="post: 4763154" data-attributes="member: 1139"><p>Not really. If you want a character with a currently +0 save bonus to be affected for an equal number of rounds under the new system, changing it to saves at the start of the round, with a -4 penalty, gets you to almost the exact same number (1.82 rounds before, 1.85 rounds after).</p><p></p><p>However, solos, with their +5 save bonus becoming a +1 save bonus, are much stronger than before, with an average of 0.67 rounds after vs. 1.25 rounds before. If you want to make solos more comparable to their average number of rounds affected before, this dramatically increases the number of rounds a +0 save character is affected for. At a -4 penalty, characters already only make saves 35% of the time, so further penalties have very large effects on the average duration.</p><p></p><p>Edit- of course, the original point of this rules change was to weaken status effects. So if you don't end up changing the average rounds that a (save ends) status effect affects a character, then you're not accomplishing the original objective. I think that this isn't a good policy for dealing with poor FRW scaling, and the disparity from (save ends) vs. until end of next turn effects is just one issue that would arise. You should just fix FRW scaling directly and worry about something like status effects used on solos (see my thread linked below) separately.</p><p></p><p>This is somewhat off track for this thread, though, so I'll point you to my thread on solos and status effects, <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/254080-solos-status-effects-house-rule.html" target="_blank">http://www.enworld.org/forum/4e-fan-creations-house-rules/254080-solos-status-effects-house-rule.html</a>, where there's a lot of discussion of these issues.</p></blockquote><p></p>
[QUOTE="Elric, post: 4763154, member: 1139"] Not really. If you want a character with a currently +0 save bonus to be affected for an equal number of rounds under the new system, changing it to saves at the start of the round, with a -4 penalty, gets you to almost the exact same number (1.82 rounds before, 1.85 rounds after). However, solos, with their +5 save bonus becoming a +1 save bonus, are much stronger than before, with an average of 0.67 rounds after vs. 1.25 rounds before. If you want to make solos more comparable to their average number of rounds affected before, this dramatically increases the number of rounds a +0 save character is affected for. At a -4 penalty, characters already only make saves 35% of the time, so further penalties have very large effects on the average duration. Edit- of course, the original point of this rules change was to weaken status effects. So if you don't end up changing the average rounds that a (save ends) status effect affects a character, then you're not accomplishing the original objective. I think that this isn't a good policy for dealing with poor FRW scaling, and the disparity from (save ends) vs. until end of next turn effects is just one issue that would arise. You should just fix FRW scaling directly and worry about something like status effects used on solos (see my thread linked below) separately. This is somewhat off track for this thread, though, so I'll point you to my thread on solos and status effects, [url]http://www.enworld.org/forum/4e-fan-creations-house-rules/254080-solos-status-effects-house-rule.html[/url], where there's a lot of discussion of these issues. [/QUOTE]
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Community
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Alternatives to the feat-tax solution to to-hit and F/R/W defenses
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