Munin
First Post
I posted this over on the d20 modern forum, but it didn't seem to strike a chord with anyone. Apologies in advance if you've already read this...
I've been working on a skill based psionic system for d20 modern for some time now, and I want to pass one of my rules for it by the number crunchers on the boards before I put it into play.
Basically, I wanted a system where the different psionic powers are made into class skills the player could then invest ranks in. Since the system isn't level based, the problem of what to base saving throw DCs off of crept up. The solution I came up with was to make it a modified opposed roll, where the psionic user would make a skill check and the target would make a saving throw based on the outcome.
Since skill ranks would quickly outstrip saving throw progression, I touched it up a bit, but I'm still concerned about game balance. If anything, I want to err on the side of caution and make it a little tough on the character using the ability, not the target.
This is what I have:
Skill Check Result-------------Saving throw DC
less than 10--------------------->failure, no throw necessary
10-13--------------------------->12
14-17--------------------------->15
18-21--------------------------->18
22-26--------------------------->22
27+----------------------------->25
It's worth mentioning that the game will start at 2nd level and run until about 10th or 12th.
Please let me know what you think.
I've been working on a skill based psionic system for d20 modern for some time now, and I want to pass one of my rules for it by the number crunchers on the boards before I put it into play.
Basically, I wanted a system where the different psionic powers are made into class skills the player could then invest ranks in. Since the system isn't level based, the problem of what to base saving throw DCs off of crept up. The solution I came up with was to make it a modified opposed roll, where the psionic user would make a skill check and the target would make a saving throw based on the outcome.
Since skill ranks would quickly outstrip saving throw progression, I touched it up a bit, but I'm still concerned about game balance. If anything, I want to err on the side of caution and make it a little tough on the character using the ability, not the target.
This is what I have:
Skill Check Result-------------Saving throw DC
less than 10--------------------->failure, no throw necessary
10-13--------------------------->12
14-17--------------------------->15
18-21--------------------------->18
22-26--------------------------->22
27+----------------------------->25
It's worth mentioning that the game will start at 2nd level and run until about 10th or 12th.
Please let me know what you think.