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Will Saves Modified by Charisma (Also a New Save: Perception)
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<blockquote data-quote="Sir Brennen" data-source="post: 2910656" data-attributes="member: 553"><p>Just want to throw in here I think this is a great idea, mainly because I've also thought of it before <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Cha as Willpower makes perfect sense, and creating a Perception save makes the Wisdom stat seem more "wise".</p><p></p><p>What I would really love to see is the system getting rid of straight "attribute checks", simply because they don't scale like other saves. I'd rather see actual, progressive Saves for each attribute type, and then things like Trip or the <em>Web</em> spell could use a Strength <em>save</em> instead of an attribute check. </p><p></p><p>I mean, a 10th level rogue can use Reflex save to completely avoid a magical bolt of lightning, but only gets to use his Dex mod to not be tripped by a 1st level commoner?</p><p></p><p>I'd like to see Trip resolved with the same Ref save vs. the attacker's Ref or "Power" (Strength) save, with the DM's option of the attacker just Taking 10 to set the DC. This would eliminate a die roll, and is easily referenced by looking at the creature's stats.</p><p></p><p>My gosh, when you think in terms of Saves, Grappling might even become easier!</p><p></p><p>One problem I can see is some of the suggestions so far which want to blur the line between saves and skill checks or other things like initiative checks. The water starts becoming a bit muddied under those circumstances, I'm afraid. For example, even though Wisdom = Perception, I still think it should be the "quick" classes who have an advantage for Initiative. The extensive <a href="http://wakinglands.com/htm_files/the_combat_variant_page.htm" target="_blank"> combat variant</a> from the Waking Lands uses Dex or Wis Mod for Init, but in that case, I'd give Rogues, Monks and maybe Bards a class feature which adds to Init, maybe 1 + (class level/5).</p><p></p><p>As for the Divine Grace feature for Paladins, I'd probably replace that with something similar: a +1 to all saves, +1 per (class level/5). Both this and Init bonus for "quick" classes also give a little more incentive to stick with the class to 20th level (not a lot, but it's something.)</p><p></p><p>Of course, this all goes to demonstrate the "ripple" effect of making such changes to the system.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 2910656, member: 553"] Just want to throw in here I think this is a great idea, mainly because I've also thought of it before :D Cha as Willpower makes perfect sense, and creating a Perception save makes the Wisdom stat seem more "wise". What I would really love to see is the system getting rid of straight "attribute checks", simply because they don't scale like other saves. I'd rather see actual, progressive Saves for each attribute type, and then things like Trip or the [i]Web[/i] spell could use a Strength [i]save[/i] instead of an attribute check. I mean, a 10th level rogue can use Reflex save to completely avoid a magical bolt of lightning, but only gets to use his Dex mod to not be tripped by a 1st level commoner? I'd like to see Trip resolved with the same Ref save vs. the attacker's Ref or "Power" (Strength) save, with the DM's option of the attacker just Taking 10 to set the DC. This would eliminate a die roll, and is easily referenced by looking at the creature's stats. My gosh, when you think in terms of Saves, Grappling might even become easier! One problem I can see is some of the suggestions so far which want to blur the line between saves and skill checks or other things like initiative checks. The water starts becoming a bit muddied under those circumstances, I'm afraid. For example, even though Wisdom = Perception, I still think it should be the "quick" classes who have an advantage for Initiative. The extensive [url=http://wakinglands.com/htm_files/the_combat_variant_page.htm] combat variant[/url] from the Waking Lands uses Dex or Wis Mod for Init, but in that case, I'd give Rogues, Monks and maybe Bards a class feature which adds to Init, maybe 1 + (class level/5). As for the Divine Grace feature for Paladins, I'd probably replace that with something similar: a +1 to all saves, +1 per (class level/5). Both this and Init bonus for "quick" classes also give a little more incentive to stick with the class to 20th level (not a lot, but it's something.) Of course, this all goes to demonstrate the "ripple" effect of making such changes to the system. [/QUOTE]
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Will Saves Modified by Charisma (Also a New Save: Perception)
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