Planeswalker Maloran said:
Agreed, though. There are far too many items with static DCs, and the DC is always far too low to be worth it for a player who's high enough level to afford such an item (assuming standard gold per encounter).
Yeah, say that after four slaying arrows applicable to you hit you in a single round.
With a lot of items, a scaling DC would be a nightmare (for the players) as it's a simple matter to force quite a few saves. Someone with Eyes of Petrification, a Robe of Scintilating colors, and pumping off a few appropriate slaying arrows each round, is liable to win if the DCs scale. A Wizard can't force as many save or die effects per round on the same target as a well-equipped archer.
Static DC's do a couple of things:
1) They prevent scrolls and wands from being the be-all, end-all of endurance runs; the Wizard/Sorcerer is still limited by spell slots for effective attacking (mostly; things with no saving throw like Enervation and Scorching ray, or "suck even if you save" spells like Web, are exceptions).
2) They cut down on the number of saves you need to make each round.
3) They help keep player character's alive.
Planeswalker Maloran said:
I've got a similar complain with poisons. I'm used to thinking of poison as something that will likely kill you, or if not, at least make you seriously ill. Most poisons are pretty low DC for any character above 3rd or 4th level with a halfway decent Constitution. I really think that poisons should allow a save for half damage, rather than a save for no effect. A poison that does 3d6 Con damage to a mid-level wizard should not be completely harmless to a high-level fighter.
Well, levels 1-3 are expected to represent the majority of humanity; 4th extraordinary individuals, 5th the kind of person that comes along once in a generation. Most people will suffer very badly even from the mild poisons.
That 10th level Fighter is going to be SOMEBODY. He'll take on a tank with a sword, and win. He'll be the undisputed champion in both boxing and wrestling until he chooses to retire. He'll routinely survive attempts on his life for the simple reason that he can shrug off (or avoid - depends on how you interpert hit points) most gunshots and throw a dagger into the heart of his attacker for fifty feet away. Sure, he can shrug off some nasty, nasty stuff... but he can anyway.
Sure, the core poisons only go up to DC 26 (Dragon Bile, Contact Initial 3d6 Str, secondary 0).
But quite frankly, if the poisons were save for half, then poisons become the name of the game. On average, four doses of Black Lotus Extract (3d6 con primary, 3d6 con secondary) will kill basically anything that's subject to it, even assuming all saves are made (average of about 5 con damage initially on a successful save - 20 con damage is nothing to sneeze at; if you're a fan of the secondary damage still applying, that goes up to 40 average con damage). Sure, that's 20k... but it'll take down most dragons, even if they make all their saves. A Cheap injury poison (medium spider venom, for instance) goes very well on the hasted archer's arrows (or better, the hasted slinger's bullets); magic bow and special material arrows penetrate DR, little old DC 14 1d4 strength damage quickly reduces the target to ineffectiveness (as they always take half damage, regardless).
Meanwhile, Delay Poison is a 2nd level Cleric spell, accessable at 3rd; Detect Poison is a Cantrip/Osiron. Neutralize Poison is 4th, but that can be saved for after the danger's past, and used off of a scroll if poison is present in the target's system. Once 6th level Cleric spells are available, everyone's immune to poison anyway by way of Heroes' Feast.