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Revised and rebalanced dragons for 1e AD&D
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<blockquote data-quote="Cleon" data-source="post: 7486095" data-attributes="member: 57383"><p>Yes I'm aware of the spamming problem.</p><p></p><p>That's one reason I raised concerns over the 20% spread between the character level vs Great Wyrm MRs implied by the table (from 75% success for XVI Great Reds to 95% for XII Great Greens).</p><p></p><p>To have a 50% chance of one of the attackers' spells penetrating would need an average number of spells of:</p><p></p><p><strong>75% [Great Red Wyrm]:</strong> 2.4 spells</p><p><strong>80% [Great Blue Wyrm]:</strong> 3.1 spells</p><p><strong>85% [Great White Wyrm]:</strong> 4.3 spells</p><p><strong>90% [Great Black Wyrm]:</strong> 6.6 spells</p><p><strong>95% [Great Green Wyrm]:</strong> 13.5 spells</p><p></p><p>Assuming the objective is more-or-less uniform result it looks to me that either the Red and Blue Great Wyrms have too low MRs or the Black and Green Great Wyrms have too high MRs.</p><p></p><p>Of course the saving throw is an additional complication. At least the Green, Blue & Red Great Wyrms have the same numbers on most "Save or Suck/Die" since they use the 17th+ fighter saving throws for Paralyzation/Poison/Death (base save 3) and Petrification/Polymorph (base save 4). The Red Great Wyrm has a 21st+ magic-user's base save 4 vs. Spells rather than 16th-20th MU's base save 6 of the Blue and Green Great Wyrm.</p><p></p><p>Add in the save bonuses in the Dragon revision (Great Wyrms get +6 vs Poison, Illusion, Fear and Enchantment, +3 on attacks that use their Dex adjustment and +2 vs everything else) and most of the 100% MR Great Wyrm's saves only fail on a 1.</p><p></p><p>I'm ignoring Wisdom modifiers for the above. On average a Great Red has Wis 16 for a +2, a Great Blue has Wis 15 for +1 and the others have average Wisdoms of 10-14 for no adjustment.</p><p></p><p>Incidentally, wands aren't of concern for the more powerful dragons in your proposal. Standard magic wands operate as 6th-level casters so any 1E creature with a MR of 75% or higher is immune to their effects.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7486095, member: 57383"] Yes I'm aware of the spamming problem. That's one reason I raised concerns over the 20% spread between the character level vs Great Wyrm MRs implied by the table (from 75% success for XVI Great Reds to 95% for XII Great Greens). To have a 50% chance of one of the attackers' spells penetrating would need an average number of spells of: [B]75% [Great Red Wyrm]:[/B] 2.4 spells [B]80% [Great Blue Wyrm]:[/B] 3.1 spells [B]85% [Great White Wyrm]:[/B] 4.3 spells [B]90% [Great Black Wyrm]:[/B] 6.6 spells [B]95% [Great Green Wyrm]:[/B] 13.5 spells Assuming the objective is more-or-less uniform result it looks to me that either the Red and Blue Great Wyrms have too low MRs or the Black and Green Great Wyrms have too high MRs. Of course the saving throw is an additional complication. At least the Green, Blue & Red Great Wyrms have the same numbers on most "Save or Suck/Die" since they use the 17th+ fighter saving throws for Paralyzation/Poison/Death (base save 3) and Petrification/Polymorph (base save 4). The Red Great Wyrm has a 21st+ magic-user's base save 4 vs. Spells rather than 16th-20th MU's base save 6 of the Blue and Green Great Wyrm. Add in the save bonuses in the Dragon revision (Great Wyrms get +6 vs Poison, Illusion, Fear and Enchantment, +3 on attacks that use their Dex adjustment and +2 vs everything else) and most of the 100% MR Great Wyrm's saves only fail on a 1. I'm ignoring Wisdom modifiers for the above. On average a Great Red has Wis 16 for a +2, a Great Blue has Wis 15 for +1 and the others have average Wisdoms of 10-14 for no adjustment. Incidentally, wands aren't of concern for the more powerful dragons in your proposal. Standard magic wands operate as 6th-level casters so any 1E creature with a MR of 75% or higher is immune to their effects. [/QUOTE]
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