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HP thresholds and control: a custom system
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<blockquote data-quote="Rune" data-source="post: 7022181" data-attributes="member: 67"><p>The half proficiency bonus to saves was just a nonessential variant to the two versions of my proposed houserule. The main solution is on the other side of the scale. </p><p></p><p>In version 1, save DCs are derived without proficiency modifiers (and with a base 10+, instead of 8+, to partially compensate). This greatly reduces the scaling of DCs so that non-proficient saves can compete, although a proficient save with a good ability modifier will be even more likely to succeed at high levels. </p><p></p><p>In version 2, the save DC is flat, regardless of the source. This most closely resembles the role of saves in pre-3.x D&D as nothing more than a set of survival abilities. </p><p></p><p>If you want spell level to factor in, here's a third version: </p><p></p><p>All spell DCs = 12 + 1/3 spell-level, for a range of DCs 12-15 (assuming cantrips are level 0). This as granular as I can see to make it without having a DC range that is too extreme on either the low or high end. </p><p></p><p><em>Variation 1:</em> Always round down. This makes all 2nd or lower-level spells DC 12, 3rd-5th level spells have DC 13, 6th-8th level spells have DC 14, and 9th level spells have DC 15. </p><p></p><p><em>Variation 2:</em> Always round up. This makes cantrips DC 12, 1st-3rd level spells have DC 13, 4th-6th level spells have DC 14, and 7th-9th level spells have DC 15. </p><p></p><p><em>Variation 3:</em> Round to the nearest whole number. This makes cantrips and 1st level spells DC 12, 2nd-4th level spells have DC 13, 5th-7th level spells have DC 14, and 8th-9th have DC 15.</p></blockquote><p></p>
[QUOTE="Rune, post: 7022181, member: 67"] The half proficiency bonus to saves was just a nonessential variant to the two versions of my proposed houserule. The main solution is on the other side of the scale. In version 1, save DCs are derived without proficiency modifiers (and with a base 10+, instead of 8+, to partially compensate). This greatly reduces the scaling of DCs so that non-proficient saves can compete, although a proficient save with a good ability modifier will be even more likely to succeed at high levels. In version 2, the save DC is flat, regardless of the source. This most closely resembles the role of saves in pre-3.x D&D as nothing more than a set of survival abilities. If you want spell level to factor in, here's a third version: All spell DCs = 12 + 1/3 spell-level, for a range of DCs 12-15 (assuming cantrips are level 0). This as granular as I can see to make it without having a DC range that is too extreme on either the low or high end. [i]Variation 1:[/i] Always round down. This makes all 2nd or lower-level spells DC 12, 3rd-5th level spells have DC 13, 6th-8th level spells have DC 14, and 9th level spells have DC 15. [i]Variation 2:[/i] Always round up. This makes cantrips DC 12, 1st-3rd level spells have DC 13, 4th-6th level spells have DC 14, and 7th-9th level spells have DC 15. [i]Variation 3:[/i] Round to the nearest whole number. This makes cantrips and 1st level spells DC 12, 2nd-4th level spells have DC 13, 5th-7th level spells have DC 14, and 8th-9th have DC 15. [/QUOTE]
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