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General Tabletop Discussion
*Pathfinder & Starfinder
Changing Saving Throws and DC's
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<blockquote data-quote="Ulorian - Agent of Chaos" data-source="post: 3093220" data-attributes="member: 16668"><p>As Spatzimaus said, it actually is an iron-clad solution to the problem of multiclassing and save bonuses getting too high.</p><p></p><p>Save = (<number of levels in all classes which get a good save> / 2) + (<number of levels in all classes which get a poor save> / 3)</p><p></p><p>Round down. Add +2 if you have at least one level in a class which has a good save of that type.</p><p></p><p>e.g. Rogue 3/Ranger 6/Fighter 4/Barbarian 1</p><p></p><p>Using standard multi-classing save accretion rules:</p><p></p><p>Fort: +12</p><p>Ref: +9</p><p>Will: +4</p><p></p><p>Using fractional saves:</p><p></p><p>Fort: (11 / 2) + (3 / 3) + 2 = +8 1/2 = +8</p><p>Ref: (9 / 2) + (5 / 3) + 2 = +8 1/6 = +8</p><p>Will: (0 / 2) + (14 / 3) + 0 = +4 2/3 = +4</p><p></p><p>Compare to a 14th level barbarian:</p><p></p><p>Fort: +9</p><p>Ref: +4</p><p>Will: +4</p><p></p><p>and a 14th level ranger:</p><p></p><p>Fort: +9</p><p>Ref: +9</p><p>Will: +4</p><p></p><p>There's nothing magical about fractional saves. I've been using fractional saves and BABs ever since I first cracked open the 3.0 Player's Handbook to the section on multiclassing and saw how they added the lines in the experience tables to get the total BAB and save bonuses. What people call 'Fractional saves/BABs' is the mathematically accurate way of adding saves and BABs. The default method in the PHB is a shortcut to save players from overly complex arithmetic, with the drawback being the loopholes that can be exploited in the stacking.</p><p></p><p>I'm curious to know why you think fractional saves don't work. Sorry for knocking this excellent thread off-track.</p><p></p><p>Edit: typo</p></blockquote><p></p>
[QUOTE="Ulorian - Agent of Chaos, post: 3093220, member: 16668"] As Spatzimaus said, it actually is an iron-clad solution to the problem of multiclassing and save bonuses getting too high. Save = (<number of levels in all classes which get a good save> / 2) + (<number of levels in all classes which get a poor save> / 3) Round down. Add +2 if you have at least one level in a class which has a good save of that type. e.g. Rogue 3/Ranger 6/Fighter 4/Barbarian 1 Using standard multi-classing save accretion rules: Fort: +12 Ref: +9 Will: +4 Using fractional saves: Fort: (11 / 2) + (3 / 3) + 2 = +8 1/2 = +8 Ref: (9 / 2) + (5 / 3) + 2 = +8 1/6 = +8 Will: (0 / 2) + (14 / 3) + 0 = +4 2/3 = +4 Compare to a 14th level barbarian: Fort: +9 Ref: +4 Will: +4 and a 14th level ranger: Fort: +9 Ref: +9 Will: +4 There's nothing magical about fractional saves. I've been using fractional saves and BABs ever since I first cracked open the 3.0 Player's Handbook to the section on multiclassing and saw how they added the lines in the experience tables to get the total BAB and save bonuses. What people call 'Fractional saves/BABs' is the mathematically accurate way of adding saves and BABs. The default method in the PHB is a shortcut to save players from overly complex arithmetic, with the drawback being the loopholes that can be exploited in the stacking. I'm curious to know why you think fractional saves don't work. Sorry for knocking this excellent thread off-track. Edit: typo [/QUOTE]
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