Hi! There's one thing I've noticed with saving throws. Much of the time, the standard progression is acceptable (topping out at a save DC of 31 or so for the most powerful spells and natural abilities). I think this is okay for abilities which still have a secondary function, or which have a truly devastating effect.
The thing is, you can pretty much assume that players are going to be buffed out with morale or luck bonuses, and equipped with cloaks of resistance (they are necessary equipment, more or less), so you can look at even a poor base save as totalling around 14 (+2 for miscellaneous buff, +6 for cloak), plus whatever the stat happens to be. This gets even worse with all the immunities and spot bonuses flying around (and there are lots).
Given this, do you think that weaker abilities, especially save or nothing effects, should have a different modifier?
I've found similar problems with skill checks. A level ten character concentrating on a skill can make DC 30s more than 50% of the time. Yet the DCs they have floating around are always too easy.
The thing is, you can pretty much assume that players are going to be buffed out with morale or luck bonuses, and equipped with cloaks of resistance (they are necessary equipment, more or less), so you can look at even a poor base save as totalling around 14 (+2 for miscellaneous buff, +6 for cloak), plus whatever the stat happens to be. This gets even worse with all the immunities and spot bonuses flying around (and there are lots).
Given this, do you think that weaker abilities, especially save or nothing effects, should have a different modifier?
I've found similar problems with skill checks. A level ten character concentrating on a skill can make DC 30s more than 50% of the time. Yet the DCs they have floating around are always too easy.