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Mixing old saves in the new game.
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<blockquote data-quote="QuaziquestGM" data-source="post: 3122289" data-attributes="member: 22559"><p>Bad for the PC, Nice for the GM and for common sense. There is no logical reason why training as a fighter would increase your resistance to magic.....Of for that matter, why training in two different arcane classes that use the same spells would nessicarly make you any better at resisting magic in general.</p><p></p><p>part of the goal is to return the old modules to some sembelence of their original difficulty. They were designed for multiclass characters whose class saves didn't stack.</p><p></p><p>billd91</p><p></p><p>-I'm more or less in agreement. The new saves are very easy to apply. Which type of defense applies? Physical resistance, Physical avoidance, or Mental resistance? Fort, Ref, Will.</p><p></p><p>This is exactly what doesn't make sense. Some effects simply can't be avoided, and neither physical nor mental resistance makes much sense either. It's MAGIC. Why should your mental ablity stop you form being physically moved by a teleportation spell? Why should your physique protect you from a spell that magically changes your structure? I can understand how you could get better at resisting magic by having training in a magical class though exposure to magic. The 3.X save system, like any other, only makes sense from a certain frame of mind.</p><p></p><p>glass</p><p></p><p>-I got the impression that his players' characters would have both Fort/Ref/Will saves and Spell/Breath Weapon/PPDM/etc saves on their character sheets, so he could ask for whichever suited the encounter he was running at the time.</p><p></p><p>-If I was wrong in this Q, what did you mean? (and please ignore my previous post ).</p><p></p><p></p><p>You are correct as to my intentions.</p><p></p><p>dorentir</p><p>-If the old module you are looking at calls for a "saving throw" that the average PC will fail 1/3rd of the time, you can simply use your chart to set an appropriate DC.</p><p></p><p>Yes, but that is a third of ALL saves encountered, not a 33.33% chance of failure on each save. The old system effectivly gave each class a different save dc for each different type of effect compared to any other class. The current class based save bonuses for 3 different save types doesn't quite compare to the older system.</p></blockquote><p></p>
[QUOTE="QuaziquestGM, post: 3122289, member: 22559"] Bad for the PC, Nice for the GM and for common sense. There is no logical reason why training as a fighter would increase your resistance to magic.....Of for that matter, why training in two different arcane classes that use the same spells would nessicarly make you any better at resisting magic in general. part of the goal is to return the old modules to some sembelence of their original difficulty. They were designed for multiclass characters whose class saves didn't stack. billd91 -I'm more or less in agreement. The new saves are very easy to apply. Which type of defense applies? Physical resistance, Physical avoidance, or Mental resistance? Fort, Ref, Will. This is exactly what doesn't make sense. Some effects simply can't be avoided, and neither physical nor mental resistance makes much sense either. It's MAGIC. Why should your mental ablity stop you form being physically moved by a teleportation spell? Why should your physique protect you from a spell that magically changes your structure? I can understand how you could get better at resisting magic by having training in a magical class though exposure to magic. The 3.X save system, like any other, only makes sense from a certain frame of mind. glass -I got the impression that his players' characters would have both Fort/Ref/Will saves and Spell/Breath Weapon/PPDM/etc saves on their character sheets, so he could ask for whichever suited the encounter he was running at the time. -If I was wrong in this Q, what did you mean? (and please ignore my previous post ). You are correct as to my intentions. dorentir -If the old module you are looking at calls for a "saving throw" that the average PC will fail 1/3rd of the time, you can simply use your chart to set an appropriate DC. Yes, but that is a third of ALL saves encountered, not a 33.33% chance of failure on each save. The old system effectivly gave each class a different save dc for each different type of effect compared to any other class. The current class based save bonuses for 3 different save types doesn't quite compare to the older system. [/QUOTE]
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