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<blockquote data-quote="Kalanyr" data-source="post: 3354236" data-attributes="member: 190"><p>Actually I think the</p><p> 10 + 1/2 HD + Ability Mod + Divine Rank is fair. </p><p></p><p>Remember that saves are at least: 16 + (Level-20)/2 + Ability Mod + Divine Rank. </p><p></p><p>A "good save" is 2 + 1/2 HD + Ability Mod + Divine Rank. </p><p></p><p>Essentially assuming that your "good" save Ability Mod is equal to the Ability Mod used to set the DC (which is okay for Clerics & Rogues at the least), then on you're good save you've got a 65% chance of passing. If you "focus" on making saves (a +5 Cloak of Resistance costs peanuts at these levels), you can easily get yourself up to a 90% chance of passing). </p><p></p><p>For the most part a power based creature will get screwed if you go with 20 + Ability Mod + Divine Rank. A 101 HD creature with a Good Save has a +52 Before Abilty Mod or Divine Rank, thats enough to automaitcally save against a Divine Rank 16 creature with a power stat of 42 (if we assume equal divine ranks then the power stat increases to 74, if we assume that they are both using their favoured stat and have equal divine rank the power user can considering himself doomed ). </p><p></p><p>Basing this of the experience of playing an epic spellcaster in 3.5e, (it is almost impossible to be effective using spells that allow saves because 3.5e makes it really damn easy to build up saving throws that are untouchable, unless the spellcaster spends a Feat Slot and Gold and Xp and Time on Epic Magic) it is really freaking annoying being unable to use your abilities on creatures that are supposed to be a "fair challenge".</p></blockquote><p></p>
[QUOTE="Kalanyr, post: 3354236, member: 190"] Actually I think the 10 + 1/2 HD + Ability Mod + Divine Rank is fair. Remember that saves are at least: 16 + (Level-20)/2 + Ability Mod + Divine Rank. A "good save" is 2 + 1/2 HD + Ability Mod + Divine Rank. Essentially assuming that your "good" save Ability Mod is equal to the Ability Mod used to set the DC (which is okay for Clerics & Rogues at the least), then on you're good save you've got a 65% chance of passing. If you "focus" on making saves (a +5 Cloak of Resistance costs peanuts at these levels), you can easily get yourself up to a 90% chance of passing). For the most part a power based creature will get screwed if you go with 20 + Ability Mod + Divine Rank. A 101 HD creature with a Good Save has a +52 Before Abilty Mod or Divine Rank, thats enough to automaitcally save against a Divine Rank 16 creature with a power stat of 42 (if we assume equal divine ranks then the power stat increases to 74, if we assume that they are both using their favoured stat and have equal divine rank the power user can considering himself doomed ). Basing this of the experience of playing an epic spellcaster in 3.5e, (it is almost impossible to be effective using spells that allow saves because 3.5e makes it really damn easy to build up saving throws that are untouchable, unless the spellcaster spends a Feat Slot and Gold and Xp and Time on Epic Magic) it is really freaking annoying being unable to use your abilities on creatures that are supposed to be a "fair challenge". [/QUOTE]
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