
Baramay |

I have searched and found some ideas for saving throw changes and most of them are in regard to multiclassing. I have my own suggestion. I would like to state now if it has been mentioned earlier, I appologize. My computer has been down and I tried to do a quick search.
At first level each character receives +2 save in good and bad saves. Then if it is a good save he receives +1/2 per level rounded down (just like hp). A poor save gives +1/4 per level rounded down. This is slightly skewed to help the lower level individual in his bad save. Also multiclassing only adds to the equation (no more +2 at 1st again) It looks like this...
Level...Good save....Bad Save
1.......+2...........+2
2.......+3...........+2
3.......+3...........+3
4.......+4...........+3
5.......+4...........+3
6.......+5...........+3
7.......+5...........+4
8.......+6...........+4
9.......+6...........+4
10......+7...........+4
11......+7...........+5
12......+8...........+5
13......+8...........+5
14......+9...........+5
15......+9...........+6
16......+10..........+6
17......+10..........+6
18......+11..........+6
19......+11..........+7
20......+12..........+7
If the good save collumn looks familiar it is because it has not changed. The bad save now adds +2 but progresses by 1/4 rather than 1/3. This gives less of a descrepancy for the bad save and does not allow one to easily size up an opponent. Oh a giant, will save. Oh an animal, will save. Fighter, will save again.
For a multiclass character just multiply and add +2.
A 5th level cleric/4th level figher will have Good fortitude saves in both so at 9th level he has +6. Reflex save will use 9 levels of bad progression, +4. So will is the only one we need to use math on. 5 level good that is (5/2)+ 4 levels bad (4/4)=3.5+2 rounded down to +5.
There it is quick and easy, what do you think?

Baramay |

I have searched and found some ideas for saving throw changes and most of them are in regard to multiclassing. I have my own suggestion. I would like to state now if it has been mentioned earlier, I appologize. My computer has been down and I tried to do a quick search.
At first level each character receives +2 save in good and bad saves. Then if it is a good save he receives +1/2 per level rounded down (just like hp). A poor save gives +1/4 per level rounded down. This is slightly skewed to help the lower level individual in his bad save. Also multiclassing only adds to the equation (no more +2 at 1st again) It looks like this...
Level...Good save....Bad Save
1.......+2...........+2
2.......+3...........+2
3.......+3...........+3
4.......+4...........+3
5.......+4...........+3
6.......+5...........+3
7.......+5...........+4
8.......+6...........+4
9.......+6...........+4
10......+7...........+4
11......+7...........+5
12......+8...........+5
13......+8...........+5
14......+9...........+5
15......+9...........+6
16......+10..........+6
17......+10..........+6
18......+11..........+6
19......+11..........+7
20......+12..........+7If the good save collumn looks familiar it is because it has not changed. The bad save now adds +2 but progresses by 1/4 rather than 1/3. This gives less of a descrepancy for the bad save and does not allow one to easily size up an opponent. Oh a giant, will save. Oh an animal, will save. Fighter, will save again.
For a multiclass character just multiply and add +2.
A 5th level cleric/4th level figher will have Good fortitude saves in both so at 9th level he has +6. Reflex save will use 9 levels of bad progression, +4. So will is the only one we need to use math on. 5 level good that is (5/2)+ 4 levels bad (4/4)=3.5+2 rounded down to +5.
There it is quick and easy, what do you think?
I was hoping to get some feedback on this idea. Any thoughts?

Noir le Lotus |

Saving Throws are one of my big concerns in Pathfinder RPG.
There are currently 2 problems with ST :
* at high level, even with appropriate stuff, rolling for your bad save is nearly an auto-miss.
* the stacking of classes and PrCs with the same good save leads to an uber save. If your DM is trying to challenge you on this save, the rest of the party is sure to fail, if he doesn't try, you are sure to succeed (except natural 1).
The cause of the first problem is really simple : at level one, you have between +0 (or less) and +2 on your bad saves and the DC is nearly 13-15, so you have about 1/3 chance of success. As you level up, your bad save increase by 1 every 3 levels, when the DC usually increases by 1 every 2 levels. I don't include magical stuff and feats in the math to simplify (anyway it doesn't change really the situation). So while you are going up to the high levels, your chances of success when rolling on your bad save dicrease (or remain the same at the best) against effects that are nastier and nastier.
To solve this problem, I think the best solution is that all your ST gain +1 every 2 levels and you get a +2 non-cumulative bonus to your good save.

Hayden |

I think saving throws should imitate SAGA edition flavour.
No more good/bad saving throw or obscene multiclass cumulative ones, but I think that:
-Every pc should start from the base of 1/2 level + ability modifier
-Every class should have an almost static bonus in one or more saving throws, maybe that scale a bit with class level (ex fighter could have a +1 fortitude bonus at first level and another +1 every other 4-5 levels.
(the same for armor class could be GREAT!)

JohnnyKage |
-Every pc should start from the base of 1/2 level + ability modifier
-Every class should have an almost static bonus in one or more saving throws, maybe that scale a bit with class level (ex fighter could have a +1 fortitude bonus at first level and another +1 every other 4-5 levels.(the same for armor class could be GREAT!)
I agree. It's simple and it's easly to convert from 3.5 rules for the most part.
I too, like the idea of adding the "1/2 level" to the armor class. It keeps an honest challage to an AC at higher levels, rather than automatic hits.
I'm not a fan of 4e after playing it but it does have a few useful ideas. The using and adding of "1/2 Level" to Saving throws and AC is one of them.

CharlesBrown |

I agree. It's simple and it's easly to convert from 3.5 rules for the most part.
I too, like the idea of adding the "1/2 level" to the armor class. It keeps an honest challage to an AC at higher levels, rather than automatic hits.
I'm not a fan of 4e after playing it but it does have a few useful ideas. The using and adding of "1/2 Level" to Saving throws and AC is one of them.
I like this idea.
Just to add my $0.02:
1/2 Level for good saves.
1/4 Level for bad saves.
To help maintain class differences.