Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Discrepancy in Spell Saving Throws in Playtest Rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="machineelf" data-source="post: 6287980" data-attributes="member: 6774924"><p>I've figured out, after pouring over all the rules, that the way spells work is that the caster sets the DC, and it's up to the creature being hit to roll a saving throw to resist. If they are successful on a saving throw they usually take half damage instead of full damage. So you can think of it like the caster always hits, but the creature being hit has a chance to resist half of the damage. </p><p></p><p>The proficiency bonus is the same proficiency number used for skills. It's just that the caster only applies the proficiency when he/she is wielding their particular focus weapon (holy symbol for clerics, wooden staff for druids, musical instrument for bards, etc.)</p><p></p><p>So the rules I have specify all of that, it's just that it's not always in the same convenient place in the rules. Hopefully they will organize it a bit better in the final books. </p><p></p><p>I have to admit I do like the idea behind the way they've done magical casting, with the caster setting the DC and the half damage on a creature's saving throw. It creates a situation where low level casters are more often than not having their spells resisted and only doing half damage, but once they get to the mid levels and above they are more often than not hitting for full damage. </p><p></p><p>It also creates this nice, easy to remember set DC for a caster that only goes up when their proficiency modifier goes up (or they increase their attributes). The only thing you have to make sure to check is which attribute needs to be used for a creature's saving throw.</p><p></p><p>For example: A mage's magic ability is intelligence. Let's say that a level 1 mage has a +2 intelligence modifier. That means the mage has the base score of 8 and then adds 2 to that, to make a DC of 10. But then you also add the +1 proficiency modifier when the mage is casting using his wand or whatever magical implement he is using. So it bumps the DC to 11. So that's still a low DC, but he's still doing half damage when a creature is successful on a saving throw. But when the mage gets up to, say level 10 with a +3 (or is it +4?) proficiency bonus, now all of a sudden the DC is 13. And when you factor in that a around level 5 or so he gets to select an ability score and add 2 to it (so let's say he boosts up his intelligence), giving him an extra +1 to the modifier, now the DC is 14. </p><p></p><p>So you can see how by the mid levels they are setting a moderate spell DC, and by the higher levels like 15+, they should be setting a DC around 17 or 18 or higher. The math seems to work out and I like it.</p></blockquote><p></p>
[QUOTE="machineelf, post: 6287980, member: 6774924"] I've figured out, after pouring over all the rules, that the way spells work is that the caster sets the DC, and it's up to the creature being hit to roll a saving throw to resist. If they are successful on a saving throw they usually take half damage instead of full damage. So you can think of it like the caster always hits, but the creature being hit has a chance to resist half of the damage. The proficiency bonus is the same proficiency number used for skills. It's just that the caster only applies the proficiency when he/she is wielding their particular focus weapon (holy symbol for clerics, wooden staff for druids, musical instrument for bards, etc.) So the rules I have specify all of that, it's just that it's not always in the same convenient place in the rules. Hopefully they will organize it a bit better in the final books. I have to admit I do like the idea behind the way they've done magical casting, with the caster setting the DC and the half damage on a creature's saving throw. It creates a situation where low level casters are more often than not having their spells resisted and only doing half damage, but once they get to the mid levels and above they are more often than not hitting for full damage. It also creates this nice, easy to remember set DC for a caster that only goes up when their proficiency modifier goes up (or they increase their attributes). The only thing you have to make sure to check is which attribute needs to be used for a creature's saving throw. For example: A mage's magic ability is intelligence. Let's say that a level 1 mage has a +2 intelligence modifier. That means the mage has the base score of 8 and then adds 2 to that, to make a DC of 10. But then you also add the +1 proficiency modifier when the mage is casting using his wand or whatever magical implement he is using. So it bumps the DC to 11. So that's still a low DC, but he's still doing half damage when a creature is successful on a saving throw. But when the mage gets up to, say level 10 with a +3 (or is it +4?) proficiency bonus, now all of a sudden the DC is 13. And when you factor in that a around level 5 or so he gets to select an ability score and add 2 to it (so let's say he boosts up his intelligence), giving him an extra +1 to the modifier, now the DC is 14. So you can see how by the mid levels they are setting a moderate spell DC, and by the higher levels like 15+, they should be setting a DC around 17 or 18 or higher. The math seems to work out and I like it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Discrepancy in Spell Saving Throws in Playtest Rules?
Top