I just acquired a copy of Castles and Crusades (it has been a challenge). I was looking forward to reading it in detail and seeing how it would approximate the old school games of my youth. There are a lot of good ideas in C&C so I was very surprised to see the saving throw rules for spells.
In C&C you save based on an ability score with the base being 12, if favored, or 18, if not. To this base you add a challenge level. You add any attributed bonus to your level plus roll a d20 and try to exceed the challenge level.
Generally, humans have 3 primary attributes and non-humans have two.
So far, so good. Now, one of the nice features of older D&D editions was that high level characters almost always made saving throws. In C&C they are less likely to do so then in 3E D&D (where save or die was seen by me as a potential flaw).
Now, the authors did remove many of the true save or die spells but a few obvious examples remain: Hold Person and Finger of Death (for example).
Now the challenge rating for a spell is the caster's level (not the spell level).
So a 10th level character casts hold person on a 10th level opponent. The opponents saves on a base of 12 if it has wisdom as a primary stat and 18 otherwise. Best case scenario (18 or 19 wisdom) is a +3 to saves due to attribute bonuses. So a strong save character fails between 40 and 55% of the time while a weak save character fails between 70 and 85% of the time.
Wow! Spells never stop being extremely effective. Even low level save or XXX spells stay hyper-effective. At 13th level finger of death shows up (targeting Charisma).
I'd be surprised to see a 3E character having an 85% chance to fail a saving throw versus hold person. At it's peak (4th level) the character has alikely DC (with an elite array) of 10 + 2 (spell level) + 3 (wisdom) = 15 while a weak save target with a 10 stat has a total save bonus of +1 (65% chance to fail).
This can get a little crazy at high levels but the basic theme seems to be save or XXX magic has been carefully increased in potency (at all levels) for C&C.
Don;t get me wrong -- many of the ideas in C&C are really sharp. But I am curious how this works out in actual play? Was it a deliberate design decision?
Or did I misread the rules?
In C&C you save based on an ability score with the base being 12, if favored, or 18, if not. To this base you add a challenge level. You add any attributed bonus to your level plus roll a d20 and try to exceed the challenge level.
Generally, humans have 3 primary attributes and non-humans have two.
So far, so good. Now, one of the nice features of older D&D editions was that high level characters almost always made saving throws. In C&C they are less likely to do so then in 3E D&D (where save or die was seen by me as a potential flaw).
Now, the authors did remove many of the true save or die spells but a few obvious examples remain: Hold Person and Finger of Death (for example).
Now the challenge rating for a spell is the caster's level (not the spell level).
So a 10th level character casts hold person on a 10th level opponent. The opponents saves on a base of 12 if it has wisdom as a primary stat and 18 otherwise. Best case scenario (18 or 19 wisdom) is a +3 to saves due to attribute bonuses. So a strong save character fails between 40 and 55% of the time while a weak save character fails between 70 and 85% of the time.
Wow! Spells never stop being extremely effective. Even low level save or XXX spells stay hyper-effective. At 13th level finger of death shows up (targeting Charisma).
I'd be surprised to see a 3E character having an 85% chance to fail a saving throw versus hold person. At it's peak (4th level) the character has alikely DC (with an elite array) of 10 + 2 (spell level) + 3 (wisdom) = 15 while a weak save target with a 10 stat has a total save bonus of +1 (65% chance to fail).
This can get a little crazy at high levels but the basic theme seems to be save or XXX magic has been carefully increased in potency (at all levels) for C&C.
Don;t get me wrong -- many of the ideas in C&C are really sharp. But I am curious how this works out in actual play? Was it a deliberate design decision?
Or did I misread the rules?