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Ramble - design inspiration that comes too late
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<blockquote data-quote="RangerWickett" data-source="post: 2303102" data-attributes="member: 63"><p>Well, I'm fairly confident the current system is balanced . . . but I just don't like having to make two rolls, one for caster and one for target. Most of the time it won't be an issue, because Create, Cure, Defend, and Summon never requires saves, and while Divine, Illusion, Move, and Transform sometimes require saves, they also have lots of uses that don't require saves at all.</p><p></p><p>It's only really an issue for Attack and Charm. Attack I could <em>almost</em> see removing the save for -- just lower the damage output, since your opponent still gets to resist in a way through his hit points. Sure, Reflex saves are classically associated with dodging fireballs, but I'd be content to reserve Reflex saves only for things like Telekinetically dropping a wall on someone.</p><p></p><p>Charm though, you need a save to resist. If people had mental hit points, I might be able to do away with Will saves, but that's too big of a change for this book to implement. Maybe if I'm on the 4th edition design team, I'll do it.</p><p></p><p>I basically don't like that you have two chances to fail, whereas core spellcasters only have one.</p><p></p><p>One possibility I considered was that if you beat the DC by 10 or more, your target doesn't get a save, but that eliminates a lot of the difference of high or low save bonuses. Another was to just add the target's saving throw modifier to the spellcasting DC, but that doesn't work if there are multiple targets. Another was that the result of your spellcasting check became the DC, but then you've got little impetus to cast higher-level spells [hq](still, I think this is the best solution so far)[/hq]. I could have it so that the DC is increased by +1 for every 2 points you succeeded your spellcasting check, but that's a lot of math. A final idea was just to make spell DCs for this system higher than for the core system, to offset the chance of spell's not going off at all.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2303102, member: 63"] Well, I'm fairly confident the current system is balanced . . . but I just don't like having to make two rolls, one for caster and one for target. Most of the time it won't be an issue, because Create, Cure, Defend, and Summon never requires saves, and while Divine, Illusion, Move, and Transform sometimes require saves, they also have lots of uses that don't require saves at all. It's only really an issue for Attack and Charm. Attack I could [i]almost[/i] see removing the save for -- just lower the damage output, since your opponent still gets to resist in a way through his hit points. Sure, Reflex saves are classically associated with dodging fireballs, but I'd be content to reserve Reflex saves only for things like Telekinetically dropping a wall on someone. Charm though, you need a save to resist. If people had mental hit points, I might be able to do away with Will saves, but that's too big of a change for this book to implement. Maybe if I'm on the 4th edition design team, I'll do it. I basically don't like that you have two chances to fail, whereas core spellcasters only have one. One possibility I considered was that if you beat the DC by 10 or more, your target doesn't get a save, but that eliminates a lot of the difference of high or low save bonuses. Another was to just add the target's saving throw modifier to the spellcasting DC, but that doesn't work if there are multiple targets. Another was that the result of your spellcasting check became the DC, but then you've got little impetus to cast higher-level spells [hq](still, I think this is the best solution so far)[/hq]. I could have it so that the DC is increased by +1 for every 2 points you succeeded your spellcasting check, but that's a lot of math. A final idea was just to make spell DCs for this system higher than for the core system, to offset the chance of spell's not going off at all. [/QUOTE]
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