voska66 wrote: Why does any class need to have a poor save in general? I think base save bonuses should be equal based on level for each class. Each class can have a static bonus to particular saves. That's how I'd do it if I was designing the game. And we should all have abilities we can use at will, and all have ranged attack and melee attack options...we should all be the same class, or be any class under 4E! Seriously, though, the saving throw bonuses, for good or ill, were one of the balancing and differentiating abilities given to each class. If you think this particular ability should be even across the board, then house rule it that way, but I would recommend giving classes with good saves (i.e. monks, paladins, etc) some sort of benefit elsewhere for balance.
Snorter wrote:
Sounds good, in theory--that is until you put human (read: player) nature into the mix. As a crafting wizard, you have a limited number of feats. The system mentioned above would require 8 feats to make a longsword +5 (major, permanant, general use), where as it would only take 5 feats (still not doing it for a while) to make a wand of wishes, or wand of (insert lvl 9 spell name here). I can't make a ring of protection +5, as it's a permanent item, so I'll just make a staff that can cast stoneskin, mage armor, shield, and energy protection. Fewer feats and more bang for the buck. But that's if someone decides to be a crafter. At low levels, you would have to have 3 feats to make a scroll, if I'm reading your chart correctly (minor, charged, and caster only), but at least you can make a wand as well. That's 3 feats the other party members spent on combat skills, skill buffs, caster buffs, etc. making them better in a fight. When you get to the higher levels, I wouldn't care about using 8 feats to make a magic longsword for the fighter, who spent those 8 feats on greater cleave/weapon spec/feat of instant whirling death...that's my feats spent to make him better. Screw it all and spend the gold to buy it, and I'll spend my feats on something useful. This problem increases even more when you try the to limit it to a tiered based system. I have to take 5 feats to make armor and weapons? Armor and weapons that I can't use effectively. I'll take the lower levels and be done with it. Bottom line is that if a player takes craft wands or scrolls, or even rings, they may be trying to create items that the DM is making it hard to find, or make a wand for every occasion (who doesn't want 50 fireballs available in one battle?), and the use needs to be watched closely by the dm, or even limited in some house rule fashion. Yet that person will only be saving themselves 50% of the gold (replenishable resource) in exchange for a feat (not as easily replenishable, or arguably nonreplenishable). Someone who takes craft arms and armor may be helping themselves indirectly (better tank means less likely the baddies get to you), but they are exchanging a feat to make their party members the stars instead of themselves, as I don't recall anything on the arms and armor list that is good for a wizard, especially at high levels (clerics could arguably be taking this feat for themselves, but they have fewer spare feats than wizards). Any system that makes you take fewer feats to make self only items encourages wizards being the magical powerhouse while the warrior is still looking for +1 plate mail. If you don't like crafting pc's, talk to your players and let them know. As long as you offer them the chance to buy magic items once in a while (face it, half the drops of magic items aren't really usable by the party, or they shouldn't be anyway), then the player probably won't mind. I'm sure the casters will like having their feats back, and it's easier than changing the system and having unexpected consequences. But that's just my 5 cents...too long winded for 2 cents I suppose. |