Spell Save DC Based on Character Level


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The only thing I don't like about taking the ability modifier out of the equation is that the game's "balance" is built assuming that the ability modifier is in there. One of the effects of all the buffing spells and buffing items is that it will alter the save DCs of spells and other effects, and this is part of their cost, part of the save progression, etc.

It's assumed that, as characters advance in level, their ability scores will have these quirky jumps, but that they're factored in to the whole system.

I do like the idea that a higher-level caster will have a harder-to-resist spell though, so I'd like some variation that fits with everything.

10 + spell level + one-third caster level + one-half ability modifier

The problem is, this gets unwieldy. Another unwieldy option (but at least one with a quick reference) would be this:

10 + spell level + twice total # of bonus spells

If you have a 16 Int and are 4th level, you get 2 bonus spells (a 1st and a 2nd). If you have a 20 Int and are 14th level, you get 6 bonus spells. In these cases, your save DCs would be 14 + spell level and 22 + spell level, respectively.

Dave
 

I 've used a variation on this very effectively:

10 + spell level + half caster level.

the casting attribute gets taken out of the equation for save DCs (although it is still necessary for bonus spells and for being able to cast spells of a certain complexity of course).
This doesn't work. A L9 spell cast by a L20 caster has a save DC of 29 without any other bonuses. A low save at this level is +6 (again, without bonuses) and a high save is +12. The low save has no chance against the spell, and even the high save has only a 15% chance of saving. How are you getting it to work so the spellcasters aren't overwhelming everyone?
 

We have used 10 + casting ability mod + 1/2 caster level (round down) since 3.0 with no problems.

For us it came down to theory. We decided two factors ought effect how hard it was to resist a spell. 1) a caster's natural casting ability, and 2) their experience as a caster. We saw no reason for the spell level to come into play. Lower level spells are already balanced out by their weakness, no need to make them even more pathetic by weakening their saves.

Had also considered: 15 + casting ability mod + 1/2 caster level (round down) - spell level.
The basis for which is experience. A caster has cast their 1st and 2nd level spells hundreds or thousands of times. They are experts at them. In contrast, higher level spells are newer and harder to cast--easier to resist. I like that it forces a choice beteen more certain lower damage and less certain higher damage.
 

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