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The problem of saves.
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<blockquote data-quote="s/LaSH" data-source="post: 758262" data-attributes="member: 6929"><p>Hey, I've actually read some of that series (a later book, though; I didn't realise it was part of a series until halfway through, though). That could be pretty cool as a setting, actually; the one I read had a monk as one of the main characters - how can you not love a setting where they have monastaries full of monks whose sole purpose in life is to get very good with pistols?</p><p></p><p>Of course, the one I read seemed more... steampunk, in a way. But what with certain spoilerish elements, I won't mention the possible reason for people to have spell-like powers in this setting (and it's a cool reason too).</p><p></p><p>Now, the Call... my inclination would be to say 20s don't automatically save, then set the DC around 25 or so, such that only people with mighty wills can endure it. (For those keeping count, DC25 requires good Will savers to roll a 20 at level6, and poor Will savers to roll a 20 at level 15, not counting ability bonuses. No commoners need apply, and even then it's by no means a sure thing - on average, a good Will saver succeds half the time at level 16! Quite powerful to have even a middling chance.) Unless you've got avian DNA, in which case you're hunted down and lynched by humans.</p><p></p><p>As for the Medusa... this could go either way, I realised. Ever tried to look at a webcomic and <em>not</em> see what's portrayed there? I have. Keeping your eyes on a person you're fighting while not meeting their gaze is similar, a test of concentration, which is based on CON - as is Fortitude. But in the end, it's all a bit of a hack, because that particular type of concentration requires great self-control, and that's Wisdom (Will), isn't it? Really, any one of the three saves could do for this - Fortitude just happens to tie into the option that adventurers are special and have 'minor spell resistance' or something.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 758262, member: 6929"] Hey, I've actually read some of that series (a later book, though; I didn't realise it was part of a series until halfway through, though). That could be pretty cool as a setting, actually; the one I read had a monk as one of the main characters - how can you not love a setting where they have monastaries full of monks whose sole purpose in life is to get very good with pistols? Of course, the one I read seemed more... steampunk, in a way. But what with certain spoilerish elements, I won't mention the possible reason for people to have spell-like powers in this setting (and it's a cool reason too). Now, the Call... my inclination would be to say 20s don't automatically save, then set the DC around 25 or so, such that only people with mighty wills can endure it. (For those keeping count, DC25 requires good Will savers to roll a 20 at level6, and poor Will savers to roll a 20 at level 15, not counting ability bonuses. No commoners need apply, and even then it's by no means a sure thing - on average, a good Will saver succeds half the time at level 16! Quite powerful to have even a middling chance.) Unless you've got avian DNA, in which case you're hunted down and lynched by humans. As for the Medusa... this could go either way, I realised. Ever tried to look at a webcomic and [i]not[/i] see what's portrayed there? I have. Keeping your eyes on a person you're fighting while not meeting their gaze is similar, a test of concentration, which is based on CON - as is Fortitude. But in the end, it's all a bit of a hack, because that particular type of concentration requires great self-control, and that's Wisdom (Will), isn't it? Really, any one of the three saves could do for this - Fortitude just happens to tie into the option that adventurers are special and have 'minor spell resistance' or something. [/QUOTE]
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