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*Dungeons & Dragons
[Fixing 5E] Saving Throws - Fortitude Reflex Will
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<blockquote data-quote="Kryx" data-source="post: 6919738" data-attributes="member: 6670944"><p>I purposefully have not done so because the proposal is based on math and that math is contained in that document or in spreadsheets.</p><p></p><p></p><p>Small correction: Take the average score of str/dex and then get the modifier. So 17 + 11 would be 28 - 20 = 8 / 2 / 2 = +2. Whereas 3+0/2 = +1.</p><p></p><p></p><p></p><p>Other than the average part, yes. I have the ability score part in a note on the page.</p><p></p><p></p><p>I'm not sure I understand your meaning. Con saves in the normal system (and therefore in this system) are the most consistent among monsters. Monsters have more and more con as they level, therefore more and more con save modifier or fort modifier.</p><p></p><p></p><p>Strength Saving throws do not exist in my game. Reflex saving throws do. Resilient's power is largely unchanged. Previously the best choice for casters was Con - that value is unchanged. Some people may have taken Wisdom in the normal rules, but that is rather rate. Even if they do take Resilient (Will) the power has barely nudged. They now have proficiency in 25% of all saves instead of 19%. Still less than 35% of all saves on Fort. Reflex is definitely more powerful than before, but is inline with Fortitude and Will. Besides Resilient would take 1/5 of the player's ASIs. Assuming 2 ASIs are on ability score improvements that's 1/3 of the player's free choice on a defensive option. It's a good option (especially for casters), but isn't too powerful imo.</p><p></p><p></p><p>My DPR spreadsheet and this spreadsheet are attempts to understand the balance of the game as it stands. To do that I must use a distribution of monsters from the game. <strong>The</strong> game, not your game or my game. If you instead wanted to see how much CR 6 creatures would save I could do that, but that doesn't give us the high level view required to understand the math behind the game's system.</p><p></p><p></p><p>Exactly a problem I'm attempting to fix. Niche saves that are incredibly likely to succeed and incredibly deadly. I'm not sure what your point is here.</p><p></p><p></p><p>I think equality on paper is exactly what I'm striving for. Equality on paper attempts to transition to equality in game. Notice, however, that Will is still much less common than Reflex. That is because the results of a Will save are often much more bothersome than the typical damage from Reflex. Equality doesn't mean exact numbers - it means numbers that have equal value. In my opinion the current numbers have the most equal value of any of the combinations I tried and far more equal value than the RAW rules.</p><p>I attempted to isolate the severity of the saving throw via my Damage, Hard CC, Light CC system. If you think that can be improved to model the game's system better please do make suggestions.</p><p></p><p></p><p>Numbers are what matters. Words mean different things to different people. Numbers are true values unmanipulated by my words which inherently have bias not only in the choice of words, but also in the breakpoints I choose to set.</p><p>I want to deal in numbers.</p><p></p><p></p><p>They are calculated from the whole of the monster manual and definitely do mean something. They tell us how the core game is balanced. Once again I'm not balancing for your game or my game. Those games will obviously only use a subset of the overall distribution and that's fine. But assuming the GM doesn't purposefully select for certain aspects (higher AC, higher Str, etc) then an average assortment should reflect this model pretty accurately.</p></blockquote><p></p>
[QUOTE="Kryx, post: 6919738, member: 6670944"] I purposefully have not done so because the proposal is based on math and that math is contained in that document or in spreadsheets. Small correction: Take the average score of str/dex and then get the modifier. So 17 + 11 would be 28 - 20 = 8 / 2 / 2 = +2. Whereas 3+0/2 = +1. Other than the average part, yes. I have the ability score part in a note on the page. I'm not sure I understand your meaning. Con saves in the normal system (and therefore in this system) are the most consistent among monsters. Monsters have more and more con as they level, therefore more and more con save modifier or fort modifier. Strength Saving throws do not exist in my game. Reflex saving throws do. Resilient's power is largely unchanged. Previously the best choice for casters was Con - that value is unchanged. Some people may have taken Wisdom in the normal rules, but that is rather rate. Even if they do take Resilient (Will) the power has barely nudged. They now have proficiency in 25% of all saves instead of 19%. Still less than 35% of all saves on Fort. Reflex is definitely more powerful than before, but is inline with Fortitude and Will. Besides Resilient would take 1/5 of the player's ASIs. Assuming 2 ASIs are on ability score improvements that's 1/3 of the player's free choice on a defensive option. It's a good option (especially for casters), but isn't too powerful imo. My DPR spreadsheet and this spreadsheet are attempts to understand the balance of the game as it stands. To do that I must use a distribution of monsters from the game. [B]The[/B] game, not your game or my game. If you instead wanted to see how much CR 6 creatures would save I could do that, but that doesn't give us the high level view required to understand the math behind the game's system. Exactly a problem I'm attempting to fix. Niche saves that are incredibly likely to succeed and incredibly deadly. I'm not sure what your point is here. I think equality on paper is exactly what I'm striving for. Equality on paper attempts to transition to equality in game. Notice, however, that Will is still much less common than Reflex. That is because the results of a Will save are often much more bothersome than the typical damage from Reflex. Equality doesn't mean exact numbers - it means numbers that have equal value. In my opinion the current numbers have the most equal value of any of the combinations I tried and far more equal value than the RAW rules. I attempted to isolate the severity of the saving throw via my Damage, Hard CC, Light CC system. If you think that can be improved to model the game's system better please do make suggestions. Numbers are what matters. Words mean different things to different people. Numbers are true values unmanipulated by my words which inherently have bias not only in the choice of words, but also in the breakpoints I choose to set. I want to deal in numbers. They are calculated from the whole of the monster manual and definitely do mean something. They tell us how the core game is balanced. Once again I'm not balancing for your game or my game. Those games will obviously only use a subset of the overall distribution and that's fine. But assuming the GM doesn't purposefully select for certain aspects (higher AC, higher Str, etc) then an average assortment should reflect this model pretty accurately. [/QUOTE]
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