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<blockquote data-quote="Plane Sailing" data-source="post: 4096401" data-attributes="member: 114"><p>As I see it there DC10 to end an effect mechanism has two design goals which it meets</p><p></p><p>a) gives someone who has been zapped by an effect something to do every round (because <em>this </em>round I might throw it off!)</p><p></p><p>b) nobody knows exactly how long an effect is likely to last, unlike with the traditional duration method.</p><p></p><p>To be honest, I think that the best way of changing the 'saving throws' is to put things back on a duration basis as they were before - since as I'm sure you know they are not a 'saving throw' in the original sense of the word... that is the attack against the relevant defence (and is the point at which the archmage is pretty much immune to the goblin, while the goblin is going to suffer the maximum effect from the archmage every time).</p><p></p><p>SO</p><p></p><p>You could make all durations something like "1d6 rounds" (since the DC10 "saving throw" means you've been affected for 1 or more rounds and most people would have made the save after 6 attempts).</p><p></p><p>Where a race has a 'saving throw bonus' against something particular, you could add it to their defence (so a dwarf gets +5 on fortitude defence against poison rather than +5 on saves vs poison duration. An eladrin gets +5 on Will defence against charms rather than +5 on saves vs charms).</p><p></p><p>Some higher level powers might provide (4e) save penalties, which you would reflect by giving them longer durations.</p><p></p><p>Of course, it is highly likely that there will be powers available to PCs which will give them 'extra saving throw attempts' or 'bonus to saving throw attempts'. If "Iron Will" allowed you to add your Wis bonus to saving throws against all mind-affecting durations, that might meet some of your requirements anyway, yes?</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4096401, member: 114"] As I see it there DC10 to end an effect mechanism has two design goals which it meets a) gives someone who has been zapped by an effect something to do every round (because [I]this [/I]round I might throw it off!) b) nobody knows exactly how long an effect is likely to last, unlike with the traditional duration method. To be honest, I think that the best way of changing the 'saving throws' is to put things back on a duration basis as they were before - since as I'm sure you know they are not a 'saving throw' in the original sense of the word... that is the attack against the relevant defence (and is the point at which the archmage is pretty much immune to the goblin, while the goblin is going to suffer the maximum effect from the archmage every time). SO You could make all durations something like "1d6 rounds" (since the DC10 "saving throw" means you've been affected for 1 or more rounds and most people would have made the save after 6 attempts). Where a race has a 'saving throw bonus' against something particular, you could add it to their defence (so a dwarf gets +5 on fortitude defence against poison rather than +5 on saves vs poison duration. An eladrin gets +5 on Will defence against charms rather than +5 on saves vs charms). Some higher level powers might provide (4e) save penalties, which you would reflect by giving them longer durations. Of course, it is highly likely that there will be powers available to PCs which will give them 'extra saving throw attempts' or 'bonus to saving throw attempts'. If "Iron Will" allowed you to add your Wis bonus to saving throws against all mind-affecting durations, that might meet some of your requirements anyway, yes? Cheers [/QUOTE]
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