The Heart of the Matter

6. Page 109: delete the save throw table, and replace it with the save throw write-up from the d20 System. As always, resist the urge to add anything else. All we are looking for here is a blurb that says "this is how to make a save throw."

Your appreciation of 3.5 has caused you to deviate from the solid, narrow course of your plan, here. The mathematics behind the RC saving throws are superior to the 3.5 version. If you clean up the math of the 3.5 version to get something cleaner in application (and don't change anything else), then you'll get something very much like 4E defenses--though obviously you'll present them differently to fit the RC model better.

Or you could just throw all three into a blender with ability scores and come up with something like those ability saves we are getting hints about. :D
 

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Your appreciation of 3.5 has caused you to deviate from the solid, narrow course of your plan, here. The mathematics behind the RC saving throws are superior to the 3.5 version. If you clean up the math of the 3.5 version to get something cleaner in application (and don't change anything else), then you'll get something very much like 4E defenses--though obviously you'll present them differently to fit the RC model better.
I know, and I agree. But unless we find a way to quantify the save throw bonuses by level, multiclassing falls apart. (On the other hand, do we really need multiclassing? I'm still on the fence about that, honestly.)

How about this: we use a spreadsheet to convert the RC save throws into a per-level bonus, and put them into the character advancement tables. Easier?

Or you could just throw all three into a blender with ability scores and come up with something like those ability saves we are getting hints about. :D
We could do that too, but...yuck. We would have to go back and add ability scores to every monster in the game just to get their save throws. Not fun.
 


Player 1 looks over her character sheet and the PHB, trying to figure out which action to take. Then she studies the battlemat, to figure out how to best position her character for optimal effect. Then, she calls her action, plus maybe a move action and a free action, and we make some dice rolls. I check the numbers, maybe make some opposed dice rolls, and resolve the action. Then we move on to Player 2, who now has to re-think his action for the round because the battlemat has changed. And so on.
My experience with 4th edition matches your experience with v.3.5.
 


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