Eldorian
First Post
Anubis said:And THAT fulfills the wild rambling tangent that picks and chooses some facts while leaving out others for the day.
I'll please ask you kindly not to insult my reasoning. Question it all you like, but insults will be responded to in kind.
You must realize that the magic system is NOT meant to wholly be like the physical combat system. In fact, from the looks of it, it's BACKWARDS. For physical combat, your defense is 10 plus numbers and your attack is a base plus numbers. For magical combat, your ATTACK starts at 10 and adds a number while your DEFENSE is a base plus a number.
That is a flawed arguement. The "backwardsness" you mention is because the game is supposed to revolve around the PCs. If a dragon breaths fire on you, the dragon doesn't roll to see if he kills you, you roll to see if you survive. Also, I'd have to say the system is a layover from earlier editions.
Is that tilted toward defenders, though? The answer: YES. Guess what? That's how it was designed! You see, another fact you convenienty left out is that spells have MUCH more damage potential than normal attacks do. There is a reason, after all, why an epic wizard could almost always defeat an epic fighter of the same level in a duel. Spells are stronger! As such, it SHOULD lean toward the defender, as the greater the chance of instant death, the easier the save should be. Not only that, but saves are used more often and need to be increased quicker. Are saves more valuable? Yes. Are they more NECESSARY? YES. THAT is why the Cloak of Resistance is as cheap as it is!
First off, the part about the epic wizard defeating the epic fighter.. have you seen how saves scale in epic levels, and compared that to the way spell DCs scale? Anything over level 40 favors fighters(base saves 11, 11, 17, compared to base spell DCs 19), unless the wizard somehow manages to incapacitate him with spells that don't allow saves. As for spells being much stronger than physical attacks, well of course. Casters get a limited number of spells per day, right? But again, a full attack from a high level warrior deals enough damage to a single opponet to put most spells to shame. And I advocate the removal of instant death spells, if you would have read my post. They force the game to require either resurections or frequent character creation. In your next statement, where you agree with me that saves are more useful (than AC I assume), you state this implies that the gear which would raise said more important stat should be cheaper. This I find stupid. If an ability is better (more valuable you say), then the ability should cost more to get (cause it has more value, you said). Isn't that obvious?
I mean, even with the most powerful Cloak of Resistance you might have at a given level, you STILL need to roll around 9-12 to successfully save against one oif your weak saves. That number goes up the higher level you are, which is why the Cloak of Resistance scales faster!
Scales faster? Do you mean to say that is why the cloak is cheaper? I mean, it would scale faster if you could get multiple types of bonus to the save, but the items cost more. Like AC. As for your 9-12, could you give an example? Using the NPCs out of the DMG, I see that, against a 9th level spell cast by a level 20 sorcerer or wizard,(DC 27) the fighter needs 9+ for Fort, a 17+ for Will and Reflex. The paladin needs a 6+ for Fort, a 12+ for relfex, and 9+ for will. They both wear +3 cloaks of resistance. If they had +5, it would the saves would still look pretty hopeless for the fighter. Now if the fighter had put more attention into his saves, and purchased several items that gave stacking bonuses to his saves...
You see, the Cloak of Resistance is balanced off WEAK saves, not strong saves. The game assumes you'll USUALLY succeed at making your strong saves anyway, so that's a non-issue. Fact still remains that even if you're Level 20 and have a Cloak of Resistance +5, you're STILL gonna have to roll pretty high to make saves! Trust me, the Cloak of Resistance is always one of the first magical items in the game, and although it makes a difference, it has NEVER been broken.
Seems to me the game assumes you'll usually fail at your weak saves, and have only a decent chance to succeed at your strong ones, if you're a fighter. I chose the paladin as my other example because he is the warrior with the strongest saves(out of the DMG), although he still would have troubles saving.
Now that thats all said, I have some more proposed changes. The problem with saving throws is that the defender has multiple ability dependance, and has one cheap item to use, while the attacker has a single ability to boost, but no items. This is not a favorable situation. Outside of saving throws, Con is useful to everybody, but almost never a primary stat, Dex is useful to most everyone, and Wisdom is useful to a select few. However, the stat that boosts casting ability is always the primary stat of a caster. There are several ways to fix this. The one Wizards attempted was to put in the increadably cheap cloak of resistance and to require every character to wear one to remain effective. This fails, however. First off, the item becomes more necessary than any other item in the game, and no one item should required to stay alive. Secondly, the single item doesn't actually succeed in protecting it's purchasers, since its the only item they can get to give a bonus to thier saves.
Some solutions to this would be to require multiple ability dependance in the offence (like psions). But this in turn simply leads to over specialization to raise your spell DCs. Or, one could eliminate the multiple ability dependance on saves, but that would take away from the elegance of the system (I, for one, like the concept of fighters being able to resist poison and dissease easier than a wizard, but the wizard able to resist mind control, and that it is the fighter's great constitution that protects him, and the wizard's indominable will.)
In truth, the best solution, I believe, is to switch all saves to the same save track, basically the "good" track minus 2 (your ability scores would still give you flavor as to what you're good at resisting), add in multiple items that raise saving throws (costing twice that as AC items), and add a single item to raise spell DCs with an enhancement bonus (costing twice that of weapons). Perhaps give all casters 2 abilities for thier casting, such as, in the case of wizards, Wisdom for spells per day, and Intelligence for spell DCs.
Oh and UK, there is a feat for +1 all saves, it's something like Luck of Heroes, out of various books, including the FR I think.
Anyways, I'm outie
Eldorian Antar