airwalkrr
Adventurer
This is one of the keener ideas I had in designing my own version of the d20 system. The +2 base bonus for a good save always irked me because players can multiclass and quickly boost low saves, often without having to trade much, if anything for the opportunity (e.g. fighter taking a level of ranger and hexblade). So I came up with a way that I felt was fair to nix it. Interestingly, it has some beneficial side-effects, which I will note below.
Fortitude is modified by both Str and Con.
Reflex is modified by Dex and Int.
Will is modified by Wis and Cha.
I find this actually makes a lot of sense. A number of Fort saves (saving vs. wind for example) rely more on Strength than Constitution, so it makes sense to add Strength. Additionally, since part of Strength represents being fit, it would be logical that someone who is fit is more resistant to things like disease and poison since they probably have more protein and vitamins in their diet (you need it to build muscle). It also follows that more Intelligent characters will have a better idea of how to avoid hazards and generally be able to think more quickly than those with lower Intelligence. Finally, since Charisma represents one's force of personality as well as personal magnetism (some might argue they are the same thing), especially considering such tidbits as resisting a command from a charm spell requires an opposed Charisma check, it is logical to me that a Charismatic person is more confident and thus, harder to dominate.
Beneficial Side Effects
1) Because saving throws are one of a character's most critical defenses, all ability scores are now important for all characters. Fighters can't view Charisma as a dump stat as easily because a lower Charisma means they can be more effectively dominated.
2) The effect of MAD (multiple ability dependency) for some classes (e.g. paladin, monk) is mitigated somewhat by the fact that all ability scores are now important for everyone, not just these specific classes.
3) Dwarves, to many the most powerful race in the game, all have slightly weaker Will saves, which gives them at least a tiny dent in their perfect bastion of defenses.
4) A half-orc's adjustments effectively give it +1 Fort, -1 Ref, and -1 Will. These adjustments are quite rational for a race characterized as bulky and dimwitted, but hardy.
Fortitude is modified by both Str and Con.
Reflex is modified by Dex and Int.
Will is modified by Wis and Cha.
I find this actually makes a lot of sense. A number of Fort saves (saving vs. wind for example) rely more on Strength than Constitution, so it makes sense to add Strength. Additionally, since part of Strength represents being fit, it would be logical that someone who is fit is more resistant to things like disease and poison since they probably have more protein and vitamins in their diet (you need it to build muscle). It also follows that more Intelligent characters will have a better idea of how to avoid hazards and generally be able to think more quickly than those with lower Intelligence. Finally, since Charisma represents one's force of personality as well as personal magnetism (some might argue they are the same thing), especially considering such tidbits as resisting a command from a charm spell requires an opposed Charisma check, it is logical to me that a Charismatic person is more confident and thus, harder to dominate.
Beneficial Side Effects
1) Because saving throws are one of a character's most critical defenses, all ability scores are now important for all characters. Fighters can't view Charisma as a dump stat as easily because a lower Charisma means they can be more effectively dominated.
2) The effect of MAD (multiple ability dependency) for some classes (e.g. paladin, monk) is mitigated somewhat by the fact that all ability scores are now important for everyone, not just these specific classes.
3) Dwarves, to many the most powerful race in the game, all have slightly weaker Will saves, which gives them at least a tiny dent in their perfect bastion of defenses.
4) A half-orc's adjustments effectively give it +1 Fort, -1 Ref, and -1 Will. These adjustments are quite rational for a race characterized as bulky and dimwitted, but hardy.