|Mort the Cleverly Named|
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Although I'm not a particularly huge fan of the DC being 11+modifier. I understand it's to keep the same math, but it feels sort of... Blocky? We don't attack vs AC 11+modifier after all, so it just feels a little off-putting to me.
First, it actually isn't the same math. They either forgot to account for the average roll being 10.5 or for ties, either way for things to stay the same it actually needs to be 12 + modifiers, not 11.
Regardless, it is trivial to switch around. Make the DC 10 + modifiers and make the attack roll modifiers - 2 instead.
I wouldn't recommend just getting rid of it, though. Spells are already TPK fuel (for monsters or players), and you really don't want to give them +10% chance of success.
As for the system, I prefer the "players roll everything" variant from 3.5. Basically the players use spell attack rolls offensively and saving throws defensively. Same with normal attacks and "defense rolls." It keeps people invested and makes them feel like they are responsible for success/failure, even if the math is all the same.