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How Sacrosanct Are Saving Throws?
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<blockquote data-quote="Sacrosanct" data-source="post: 8171976" data-attributes="member: 15700"><p>This is what I decided to go with. While saving throws are important and I can totally see and agree with the arguments why they are needed beyond ability score rolls, for the basic version of Chromatic Dungeons (level cap of 10, by the way), I will not have them. My goal for the basic version is to have a few unique mechanics as possible, so rolling up saves into ability checks is desirable as long as you can account for the leveling up factor. </p><p></p><p>Rogues will have bonuses to certain abilities, and every level they gain 6 discretionary points to distribute among the following skills (no more than 1 point per level can be put towards any one skill check):</p><p></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Skill</strong></p> </td><td><p style="text-align: center"><strong>Ability Check Bonus </strong></p> </td></tr><tr><td><p style="text-align: center">Climb Walls (dexterity)</p> </td><td><p style="text-align: center">2</p> </td></tr><tr><td><p style="text-align: center">Find Traps (wisdom)</p> </td><td><p style="text-align: center">1</p> </td></tr><tr><td><p style="text-align: center">Hear Noise (wisdom)</p> </td><td><p style="text-align: center">1</p> </td></tr><tr><td><p style="text-align: center">Open Locks (dexterity)</p> </td><td><p style="text-align: center">2</p> </td></tr><tr><td><p style="text-align: center">Perception (intelligence)</p> </td><td><p style="text-align: center">1</p> </td></tr><tr><td><p style="text-align: center">Pick Pockets (dexterity)</p> </td><td><p style="text-align: center">2</p> </td></tr><tr><td><p style="text-align: center">Read Languages (intelligence)</p> </td><td><p style="text-align: center">0</p> </td></tr><tr><td><p style="text-align: center">Remove Traps (dexterity)</p> </td><td><p style="text-align: center">1</p> </td></tr><tr><td><p style="text-align: center">Stealth (dexterity)</p> </td><td><p style="text-align: center">1</p> </td></tr></table><p></p><p>They also have class features like:</p><p></p><p><em>Lucky (2nd level): Whenever a rogue accidentally sets off a trap, or if a trap is set off that impacts the rogue that forces the rogue to make a dexterity ability check, if the check is successful, then the affect of the trap is completely ignored, and if it fails, then only half damage is applied.</em></p><p></p><p>For spells, many spells that force an ability check to resist, the person making the check would have a -1 penalty to the check for every caster level who cast the spell. So a 5th level wizard casting <em>stinking cloud</em> would force everyone in the AoE to make their constitution check at a -5 penalty.</p><p></p><p>Then there are other class abilities that impact this, for example the fighter class:</p><p><em></em></p><p><em>Athlete (4th level): The fighter gains a +3 bonus to all STR, DEX, and CON checks. </em></p><p><em></em></p><p><em>Resilient (6th level): Whenever the fighter fails an ability check, they may attempt to reroll another attempt. This can be used twice a day at 6th level and three times a day at 9th level.</em></p><p></p><p>There are other scenarios as well, but you get the idea.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 8171976, member: 15700"] This is what I decided to go with. While saving throws are important and I can totally see and agree with the arguments why they are needed beyond ability score rolls, for the basic version of Chromatic Dungeons (level cap of 10, by the way), I will not have them. My goal for the basic version is to have a few unique mechanics as possible, so rolling up saves into ability checks is desirable as long as you can account for the leveling up factor. Rogues will have bonuses to certain abilities, and every level they gain 6 discretionary points to distribute among the following skills (no more than 1 point per level can be put towards any one skill check): [TABLE] [TR] [TD][CENTER][B]Skill[/B][/CENTER][/TD] [TD][CENTER][B]Ability Check Bonus [/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]Climb Walls (dexterity)[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Find Traps (wisdom)[/CENTER][/TD] [TD][CENTER]1[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Hear Noise (wisdom)[/CENTER][/TD] [TD][CENTER]1[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Open Locks (dexterity)[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Perception (intelligence)[/CENTER][/TD] [TD][CENTER]1[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Pick Pockets (dexterity)[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Read Languages (intelligence)[/CENTER][/TD] [TD][CENTER]0[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Remove Traps (dexterity)[/CENTER][/TD] [TD][CENTER]1[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Stealth (dexterity)[/CENTER][/TD] [TD][CENTER]1[/CENTER][/TD] [/TR] [/TABLE] They also have class features like: [I]Lucky (2nd level): Whenever a rogue accidentally sets off a trap, or if a trap is set off that impacts the rogue that forces the rogue to make a dexterity ability check, if the check is successful, then the affect of the trap is completely ignored, and if it fails, then only half damage is applied.[/I] For spells, many spells that force an ability check to resist, the person making the check would have a -1 penalty to the check for every caster level who cast the spell. So a 5th level wizard casting [I]stinking cloud[/I] would force everyone in the AoE to make their constitution check at a -5 penalty. Then there are other class abilities that impact this, for example the fighter class: [I] Athlete (4th level): The fighter gains a +3 bonus to all STR, DEX, and CON checks. Resilient (6th level): Whenever the fighter fails an ability check, they may attempt to reroll another attempt. This can be used twice a day at 6th level and three times a day at 9th level.[/I] There are other scenarios as well, but you get the idea. [/QUOTE]
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