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<blockquote data-quote="gribble" data-source="post: 1021112" data-attributes="member: 12430"><p>I sent them through to <a href="mailto:webmaster@rpgobjects.com">webmaster@rpgobjects.com</a> (the only contact email on your website)</p><p></p><p></p><p></p><p>I can understand your reasoning... I'm just not convinced it's the correct solution...</p><p>Lets look at a 6th level character... 3 levels of a basic class (lets for argument say a strong hero), 2 levels of an advanced class (again, lets say soldier) and one level of a Special Ops class (lets say an Army Ranger).</p><p>His base saves would be Fort +5, Ref +4, Will +1</p><p>Lets assume he has a 16 Dex and a 14 Con (not unreasonable for a soldier type character). Gives him total saves of Fort +7, Ref +7, Will +1.</p><p>I'm assuming all the Martial Arts maneuvers would have Fort and Ref based saves to avoid, so assuming he's up against a 6th level opponent, the DC of the saves would be 10 + opponent's strength - even if the opponent had 18 Str, our Ranger would make the save on a roll of 7 - around 66% of the time. Even if we make the opponent an 8th level character, our Ranger would still be making his saves 55% of the time (needing a 9 or more).</p><p>Looking at a 10th level character (with 5 levels of Ranger), his saves would have increased to at least Fort +9, Ref +9, meaning he'd now make a save against a martial artist (with 18 Str remember!) of the same level on a roll of 5 or more (80% of the time).</p><p>Seems to me that this rule makes using Martial arts techniques less effective than just beating the crap out of opponents at high levels...</p><p></p><p>Compare being blinded for 1d4 rounds and being subjected to lots of opponents attacks during that time, but having an 80% chance of avoiding it... to D&D, where at those levels you can be permanently blinded by a single spell, and should (on average) have only a 50% chance of avoiding it... </p><p></p><p>I guess I'm just of the opinion that at higher levels the kid gloves should come off... not stay on.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>Fair enough - I've put some notes about this in the talent tree I sent you... they're sort of based on on of the other talents I added though, so you'll have to read that before my notes make a lot of sense.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="gribble, post: 1021112, member: 12430"] I sent them through to [email]webmaster@rpgobjects.com[/email] (the only contact email on your website) I can understand your reasoning... I'm just not convinced it's the correct solution... Lets look at a 6th level character... 3 levels of a basic class (lets for argument say a strong hero), 2 levels of an advanced class (again, lets say soldier) and one level of a Special Ops class (lets say an Army Ranger). His base saves would be Fort +5, Ref +4, Will +1 Lets assume he has a 16 Dex and a 14 Con (not unreasonable for a soldier type character). Gives him total saves of Fort +7, Ref +7, Will +1. I'm assuming all the Martial Arts maneuvers would have Fort and Ref based saves to avoid, so assuming he's up against a 6th level opponent, the DC of the saves would be 10 + opponent's strength - even if the opponent had 18 Str, our Ranger would make the save on a roll of 7 - around 66% of the time. Even if we make the opponent an 8th level character, our Ranger would still be making his saves 55% of the time (needing a 9 or more). Looking at a 10th level character (with 5 levels of Ranger), his saves would have increased to at least Fort +9, Ref +9, meaning he'd now make a save against a martial artist (with 18 Str remember!) of the same level on a roll of 5 or more (80% of the time). Seems to me that this rule makes using Martial arts techniques less effective than just beating the crap out of opponents at high levels... Compare being blinded for 1d4 rounds and being subjected to lots of opponents attacks during that time, but having an 80% chance of avoiding it... to D&D, where at those levels you can be permanently blinded by a single spell, and should (on average) have only a 50% chance of avoiding it... I guess I'm just of the opinion that at higher levels the kid gloves should come off... not stay on. :) Fair enough - I've put some notes about this in the talent tree I sent you... they're sort of based on on of the other talents I added though, so you'll have to read that before my notes make a lot of sense. :) [/QUOTE]
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