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More uses for ability scores?
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<blockquote data-quote="DND_Reborn" data-source="post: 7610397" data-attributes="member: 6987520"><p>Just to make sure I am following you correctly, let's look at a concrete example:</p><p></p><p>Suppose your character is a 5th-level Cleric (WIS 16) casting Sacred Flame (DC 14 save) against a Drow Elf (CR 1/4) which has a DEX 14. The Drow is not proficient but has a +2 Dexterity modifer, so needs to roll a 12 or higher (45%) to save. With your idea, you are +6 for your spellcasting modifier and rolling against the Drow's DEX 14. You need an 8 or higher (65%). You are more likely to hit and reducing the Drow's chances for avoiding the spell from 45% to 35%.</p><p></p><p>Take the more extreme example of an Ogre with DEX 8. You only need a 2 to succeed (95%), but in the current system the Ogre could roll a DEX save (DC 14) and succeed on a 15 or higher (30%). You are six times more likley to injure the Ogre with your idea. While that might sound great, remember that what works for you works against you as well.</p><p></p><p>I'm not saying it won't work at all, but it might make the way people look at such effect differently.</p><p></p><p></p><p></p><p>I hope it works out. We've never had any issue with the difference between attacking and saving, but if it makes this easier for your table that's great.</p><p></p><p></p><p></p><p>We've adopted various systems such as this and used one similar to it. Basically you remain conscious at 0 and make a check to see if you are knocked out after any hit. You can go negative up to your Con score before dying. Makes the game grittier which we like.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7610397, member: 6987520"] Just to make sure I am following you correctly, let's look at a concrete example: Suppose your character is a 5th-level Cleric (WIS 16) casting Sacred Flame (DC 14 save) against a Drow Elf (CR 1/4) which has a DEX 14. The Drow is not proficient but has a +2 Dexterity modifer, so needs to roll a 12 or higher (45%) to save. With your idea, you are +6 for your spellcasting modifier and rolling against the Drow's DEX 14. You need an 8 or higher (65%). You are more likely to hit and reducing the Drow's chances for avoiding the spell from 45% to 35%. Take the more extreme example of an Ogre with DEX 8. You only need a 2 to succeed (95%), but in the current system the Ogre could roll a DEX save (DC 14) and succeed on a 15 or higher (30%). You are six times more likley to injure the Ogre with your idea. While that might sound great, remember that what works for you works against you as well. I'm not saying it won't work at all, but it might make the way people look at such effect differently. I hope it works out. We've never had any issue with the difference between attacking and saving, but if it makes this easier for your table that's great. We've adopted various systems such as this and used one similar to it. Basically you remain conscious at 0 and make a check to see if you are knocked out after any hit. You can go negative up to your Con score before dying. Makes the game grittier which we like. [/QUOTE]
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