Likewise.I also used weapon v armor type.
Likewise.I also used weapon v armor type.
I was specifically referencing thief saving throws for dwarves and halflings.Yes, demi-humans got bonuses. But remember, unless you were a thief, you were also level capped anywhere between level 6-9ish.
We do all play D&D, afterall.Y'all areing nuts.
As far as level limits more generally, elves could get to level 11 MUs. .
Or to take half damage from a fireball. Or to take partial damage from any number of other effects. Or to avoid effects that absolutely weren't instant death, like charm person. You're badly mischaracterizing saving throws here.
The saving throw is a die roll that gives a chance, however slim, that the character or creature finds some way to save himself from certain destruction (or at least lessen the damage of a successful attack).
More often than not, the saving throw represents an instinctive act on the part of the character--diving to the ground just as a fireball scorches the group, blanking the mind just as a mental battle begins, blocking the worst of an acid spray with a shield. The exact action is not important--DMs and players can think of lively and colorful explanations of why a saving throw succeeded or failed. Explanations tailored to the events of the moment enhance the excitement of the game.
I also did something like the half-exp for just bypassing or temporarily defeating a monster, but I kept track and kept halving it. So if you evaded the same monster 3 times you'd get just 1/16th exp for doing it again (or a whole 1/8th for finally putting it out of it's misery). I guess that encourages 'murder hoboism.'
Yes, and in my case that encouragement is deliberate. I told my players I want it to be like how the Dark Side of the Force is a quicker and easier path than the Light Side. Causes problems in the long run, but if all you care about is XP you can certainly go around murderhoboing.