Re: Re: Re: Re: Single or Multiple Saves?
Yes, but let's say we have 3 characters:
one with a 40% chance of saving (+2),
a second with a 55% chance of saving (+5), and
a third with a 80% chance of saving (+10)
So, you have to do separate calculations for each. In this case:
.4^10 = 1 chance in 10,000
.55^10 = 6%
.8^10 = 11%
So, you bump the second guy up from DC 15 to DC 25 (55% to 6%).
You bump the third buy up from DC 15 to DC 29.
Yeah, that will sit well with that player after what you did for the second guy.
"Why again is his DC 25 and mine 29?"
What do you do with the first guy? He will have a 5% chance to save with one roll, regardless of how many enemies unless you throw in a new rule.
And, it's just as fast and easy to tell your players to roll 10 D20s (usually multiples at a time), letting the DM know if you roll 12 or less for the first guy, 9 or less for the second, and 4 or less for the third.
By rolling the dice (which my players would probably roll 5 at a time), you are:
a) more accurate (in all 3 case) and
b) you do not have to figure out that dropping 80% to 11% is about the same as increasing the DC by 14 and that dropping 55% to 6% is about the same as increasing the DC by 10 and
c) you do not have to figure out what to do about the 40% chance save character if he rolls a 20. If you allow it to save, that gives him about the same save chance as a 55% chance save character. How is this fair to the 55% save chance character? and
d) you do not have to repeatedly explain to players 2 and 3 why one has a DC of 25 and the other a DC of 29.
Dice rolls will be faster and easier.
Probably because you haven't actually done it or thought through the ramifications.
The chances would be similar in some cases, different in others. But, they would rarely be the same.
-Eä- said:
An increased save would optimally give the same probability of making the save or not, though give a greater variance. It's a rather easy process to calculate this. Basically you calculate the chance of making all the saves, and thereafter increase the DC accordingly. If you have a calculator at hand, this would be easy to do.
Yes, but let's say we have 3 characters:
one with a 40% chance of saving (+2),
a second with a 55% chance of saving (+5), and
a third with a 80% chance of saving (+10)
So, you have to do separate calculations for each. In this case:
.4^10 = 1 chance in 10,000
.55^10 = 6%
.8^10 = 11%
So, you bump the second guy up from DC 15 to DC 25 (55% to 6%).
You bump the third buy up from DC 15 to DC 29.
Yeah, that will sit well with that player after what you did for the second guy.
"Why again is his DC 25 and mine 29?"
What do you do with the first guy? He will have a 5% chance to save with one roll, regardless of how many enemies unless you throw in a new rule.
And, it's just as fast and easy to tell your players to roll 10 D20s (usually multiples at a time), letting the DM know if you roll 12 or less for the first guy, 9 or less for the second, and 4 or less for the third.
By rolling the dice (which my players would probably roll 5 at a time), you are:
a) more accurate (in all 3 case) and
b) you do not have to figure out that dropping 80% to 11% is about the same as increasing the DC by 14 and that dropping 55% to 6% is about the same as increasing the DC by 10 and
c) you do not have to figure out what to do about the 40% chance save character if he rolls a 20. If you allow it to save, that gives him about the same save chance as a 55% chance save character. How is this fair to the 55% save chance character? and
d) you do not have to repeatedly explain to players 2 and 3 why one has a DC of 25 and the other a DC of 29.
Dice rolls will be faster and easier.
-Eä- said:
To me it makes more sense,
Probably because you haven't actually done it or thought through the ramifications.
-Eä- said:
and it would NOT lower the CR because the chance of success is equal.
The chances would be similar in some cases, different in others. But, they would rarely be the same.