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<blockquote data-quote="DND_Reborn" data-source="post: 7611048" data-attributes="member: 6987520"><p>I think this is a complete system. I think I got all the numbers right so it works with the exact same probabilities as the present rules.</p><p></p><p><em>Normal player rolls (no change)</em></p><p>Attack Roll: Normal</p><p>Spell Casting Attack Roll against AC: Normal</p><p>Resist Spell Roll by Save: Normal</p><p>Resist Trap/Effect by Save: Normal</p><p></p><p><em>Players now rolling against the opponents' threat or spell attack, to impose their spell effect on target, or to impose their trap/effect on target:</em></p><p></p><p><strong>Defense Roll</strong>. When the player is attacked by an opponent. DC equals 12 + attack bonus. Player’s bonus equals AC – 10. A natural 1 is a critical hit.</p><p><strong>Spell Defense Roll</strong> by AC: When the player is attacked by an opponent's spell. DC = 12 + spellcasting modifier. Player's bonus equals AC -10. A natural 1 is a critical hit.</p><p><strong>Spell Casting Effect Roll</strong>: When the player tries to impose a spell effect on a target. DC = 12 + save bonus. Player rolls d20 + (spellcasting modifier -2).</p><p><strong>Trap/Effect Roll</strong>: When the player tries to impose a trap or other effect on a target. DC = 12 + save bonus. Player rolls d20 + (trap/effect DC - 10).</p><p></p><p>The last roll for Trap/Effect is for things like if a character uses a poisoned blade against a target. Instead of the target (e.g. the DM) rolling a saving throw against the poison's DC 15, the player would roll the poison's effectiveness/strength (DC 15 - 10 = +5) against the target's save DC (12 + save bonus). So, it the target has Con save +4, the DC for the player's roll would be 16. The player would roll d20 +5 with a total of 16 or better indicating the target is affected by the poison.</p><p></p><p>I'm sure if I missed anything, someone will tell me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7611048, member: 6987520"] I think this is a complete system. I think I got all the numbers right so it works with the exact same probabilities as the present rules. [I]Normal player rolls (no change)[/I] Attack Roll: Normal Spell Casting Attack Roll against AC: Normal Resist Spell Roll by Save: Normal Resist Trap/Effect by Save: Normal [I]Players now rolling against the opponents' threat or spell attack, to impose their spell effect on target, or to impose their trap/effect on target:[/I] [B]Defense Roll[/B]. When the player is attacked by an opponent. DC equals 12 + attack bonus. Player’s bonus equals AC – 10. A natural 1 is a critical hit. [B]Spell Defense Roll[/B] by AC: When the player is attacked by an opponent's spell. DC = 12 + spellcasting modifier. Player's bonus equals AC -10. A natural 1 is a critical hit. [B]Spell Casting Effect Roll[/B]: When the player tries to impose a spell effect on a target. DC = 12 + save bonus. Player rolls d20 + (spellcasting modifier -2). [B]Trap/Effect Roll[/B]: When the player tries to impose a trap or other effect on a target. DC = 12 + save bonus. Player rolls d20 + (trap/effect DC - 10). The last roll for Trap/Effect is for things like if a character uses a poisoned blade against a target. Instead of the target (e.g. the DM) rolling a saving throw against the poison's DC 15, the player would roll the poison's effectiveness/strength (DC 15 - 10 = +5) against the target's save DC (12 + save bonus). So, it the target has Con save +4, the DC for the player's roll would be 16. The player would roll d20 +5 with a total of 16 or better indicating the target is affected by the poison. I'm sure if I missed anything, someone will tell me. ;) [/QUOTE]
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