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Saving throws are a coin toss?
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<blockquote data-quote="Terramotus" data-source="post: 4085040" data-attributes="member: 7220"><p>That would go a long way towards alleviating my problems with it. Also, as I've thought about it more, rituals could probably fill in the void. Even if they're not in the published material, it would be relatively easy to whip something up. A sleep or charm ritual with an hour duration that takes, say 3 minutes to cast would be effectively useless in combat, but would fill in the non-combat gap I'm looking for, I think.</p><p></p><p></p><p>2nd Edition wasn't very sophisticated in general, mechanically. But there was an increase, and I believe many higher level spells imposed negatives to saves, did they not?</p><p></p><p>I want 1st level characters to get insta-killed by a high level caster's spell. What kind of sense does it make that the caster needs to not roll a 1 to not hit Bob the Dirt Farmer, but then Bob shakes the spell off the next round because he has an automatic 55% chance of success? If the attack roll is 1d20+15 and the defense is 15, the save ought to be 1d20 + 5 vs 25. Assuming a 55% is a close enough approximation when foes are close in level, but looks silly to me when they're not.</p><p></p><p>Meh. On reflection, I'm not going to worry too much about it. There appear to be some relatively easy fixes for the system to behave the way I want.</p></blockquote><p></p>
[QUOTE="Terramotus, post: 4085040, member: 7220"] That would go a long way towards alleviating my problems with it. Also, as I've thought about it more, rituals could probably fill in the void. Even if they're not in the published material, it would be relatively easy to whip something up. A sleep or charm ritual with an hour duration that takes, say 3 minutes to cast would be effectively useless in combat, but would fill in the non-combat gap I'm looking for, I think. 2nd Edition wasn't very sophisticated in general, mechanically. But there was an increase, and I believe many higher level spells imposed negatives to saves, did they not? I want 1st level characters to get insta-killed by a high level caster's spell. What kind of sense does it make that the caster needs to not roll a 1 to not hit Bob the Dirt Farmer, but then Bob shakes the spell off the next round because he has an automatic 55% chance of success? If the attack roll is 1d20+15 and the defense is 15, the save ought to be 1d20 + 5 vs 25. Assuming a 55% is a close enough approximation when foes are close in level, but looks silly to me when they're not. Meh. On reflection, I'm not going to worry too much about it. There appear to be some relatively easy fixes for the system to behave the way I want. [/QUOTE]
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Saving throws are a coin toss?
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