Sir Hexen Ineptus |
I was wondering if you could please introduce intermediate saving throws.
A number of the classes could be modified, classes found to be week or too powerful could be tempered.
What is an intermediate saving throw?
It is identical to a poor saving throw, but with a +1 at levels 1, 10, and 19.
An example:
A fighter could get an intermediate reflex bonus.
A paladin could get an intermediate will bonus.
A cleric could get an intermediate fort save.
So what do you think?
Kaisoku |
I posted this in the Alpha2 thread for this...
--------------
Here's how I'd figure the numbers for intermediate.
If High Save is 2 + 1/2 per level, and Poor Save is 0 + 1/3 per level, then Medium Save would be smack in the middle, 1 + 1/2.5 per level.
In decimal, that's 1 + 0.4 per level.
So your saves would look like this:
Lvl Fraction Bonus
1 .... 1.4 .... +1
2 .... 1.8 .... +1
3 .... 2.2 .... +2
4 .... 2.6 .... +2
5 .... 3.0 .... +3
6 .... 3.4 .... +3
7 .... 3.8 .... +3
8 .... 4.2 .... +4
9 .... 4.6 .... +4
10 ... 5.0 .... +5
11 ... 5.4 .... +5
12 ... 5.8 .... +5
13 ... 6.2 .... +6
14 ... 6.6 .... +6
15 ... 7.0 .... +7
16 ... 7.4 .... +7
17 ... 7.8 .... +7
18 ... 8.2 .... +8
19 ... 8.6 .... +8
20 ... 9.0 .... +9
-------------
Here's a link to that thread.
I think this would make the most sense for an intermediate save. You want middle of the ground, then this is it exactly. It spreads out the saves more evenly compared to just adding a +1 here or there, and it makes mathematical sense.
Kaisoku |
Also, I agree with having Intermediate saves. It would allow for a better spread of class equivalency. Don't want to be as good as Rogue in Reflex, or a caster in Will, or a Barbarian in Fort, well then an intermediate save would be what you want.
Binary system of either "Really Good" or "Really Bad" doesn't give many options. This could also mean that the Monk could be reduced in saves a bit and boosted in other places (BAB, etc) to give him a more solid role like folks were wanting.
The only problem I can see with this is that this might break too much of the backward compatibility without giving enough in other areas. Reducing saves might anyways... so Cleric and Monk might still have to be offlimits for being changed. Adding intermediate saves to Fighter might still work.
Kaisoku |
Saves are what they train in. I'd look at "maybe" in the Reflex as they have precedence for being mobile characters (trap sense and fast movement).
They do not train in Mind powers. Their only ability at shrugging off potential mental effects is basically a circumstantial bonus from raging. This should still be left to rage, a temporary boost or immunity, but not for the class in general.
Sir Hexen Ineptus |
Saves are what they train in. I'd look at "maybe" in the Reflex as they have precedence for being mobile characters (trap sense and fast movement).
They do not train in Mind powers. Their only ability at shrugging off potential mental effects is basically a circumstantial bonus from raging. This should still be left to rage, a temporary boost or immunity, but not for the class in general.
Good points
Kaisoku |
Monte Cook is a game designer, and was one of the major contributors/designers for 3e at release. He's fairly high profile, so not sure if you've just not been aware of game designer whodeewho, or just teasing (as per my next point).
However, Monte Cook is just a design consultant here, not a designer. I'd imagine his capacity in this is "Hey, you wrote the rules for 3e, does this new thing look mechanically compatible with 3e rules?", or maybe "What were you guys smoking when you came up with the Grapple rules?", rather than "Monte, make me some rules for boosting the Fighter".
...
In other words... just because Monte did something in his own works, doesn't mean it'll filter into Pathfinder. Pathfinder has it's own design philosophy to follow, that might not allow just adding in Monte's stuff.
Sir Hexen Ineptus |
Monte Cook is a game designer, and was one of the major contributors/designers for 3e at release. He's fairly high profile, so not sure if you've just not been aware of game designer whodeewho, or just teasing (as per my next point).
However, Monte Cook is just a design consultant here, not a designer. I'd imagine his capacity in this is "Hey, you wrote the rules for 3e, does this new thing look mechanically compatible with 3e rules?", or maybe "What were you guys smoking when you came up with the Grapple rules?", rather than "Monte, make me some rules for boosting the Fighter".
...
In other words... just because Monte did something in his own works, doesn't mean it'll filter into Pathfinder. Pathfinder has it's own design philosophy to follow, that might not allow just adding in Monte's stuff.
OK thanks, I just didn't know him.
Forever Man RPG Superstar 2008 Top 32 |
Kaisoku |
See, the first part of the quoted sentence was "Pathfinder has it's own design philosophy". THIS is why they might not just want to slap on Intermediate Saves.
A change to DR is portable to the old system. Changing the saves a class has can potentially cause issues with rebuilding NPCs or Characters. Backward Compatibility.
They have to take more consideration for this kind of change, regardless if "Monte did it".
Sir Hexen Ineptus |
See, the first part of the quoted sentence was "Pathfinder has it's own design philosophy". THIS is why they might not just want to slap on Intermediate Saves.
A change to DR is portable to the old system. Changing the saves a class has can potentially cause issues with rebuilding NPCs or Characters. Backward Compatibility.
They have to take more consideration for this kind of change, regardless if "Monte did it".
Good point. Guess I will have to wait till PRPG 2.
Gabriel Domingues |
Better then incorporing Intermediate Saving Throws to the game, would be to step to a more streamlined progression.
I mean something more simple, in line with Star Wars Saga, each character receives a Base Saving Throw bonus equal to 1/2 character´s level (rounded down) + key ability modifier + Class Bonus.
Class Bonus will be equal to +2 (for a Save in wich the class originally had a GOOD [up to +12] progression), +1 (for a Save in wich the class originally had a INTERMEDIATE [up to +9] progression), and +0 for a Save in wich the class originally had a POOR [up to +6] progression.
The good of this rule is that DM´s don´t need to consult the Tables with Saving Throw Progression every time they need to fast build a NPC.
Also the old +6 progression, even for poor saving throws, has proven to be ridiculously low.
david ferris |
Better then incorporing Intermediate Saving Throws to the game, would be to step to a more streamlined progression.
I mean something more simple, in line with Star Wars Saga, each character receives a Base Saving Throw bonus equal to 1/2 character´s level (rounded down) + key ability modifier + Class Bonus.
Class Bonus will be equal to +2 (for a Save in wich the class originally had a GOOD [up to +12] progression), +1 (for a Save in wich the class originally had a INTERMEDIATE [up to +9] progression), and +0 for a Save in wich the class originally had a POOR [up to +6] progression.
The good of this rule is that DM´s don´t need to consult the Tables with Saving Throw Progression every time they need to fast build a NPC.
Also the old +6 progression, even for poor saving throws, has proven to be ridiculously low.
I totally agree.
The saving throw progressions vs. attacking caster level capabilities increasingly break the game and make it a joke beyond 20th level.This is the greatest problem with the existing 3.X mechanics.
Pathfinder does not tackle this core problem at all.
Eliminating this problem could enable pathfinder to have the structure for us to take our characters all the way to 50th level rather than having no real fun with them beyond 20th.
Imagine how great it would be if pathfinder could blow away 4.0 in level progression capacity.
I am already house ruling a level based linear progression for saving throws. It is so much easier when DM'ing especially if I want to quickly generate a multiclass monsterbased NPC.
PC ability scores become the main influence about how well you save compared to the other party members.
NO problems so far so I will probably keep the house rules even when using pathfinder.
Kaisoku |
Attack Magic in D&D has always been a matter of Paper/Rock/Scissors. You find the spell to use against your target's weak save (or if they have none, you use non-save spells that use other things).
Golems and other spell immunity creatures are the penultimate of this concept.
A Fighter will nearly always (auto-fail on a 1) land his first attack. This attack can be boosted in many ways, or ways of multiplying it (haste, twf, etc), and he has certain defense he needs to overcome (incorporeal, DR, etc).
Why can the Fighter get his weapon that'll hurt his enemy, and "land his hit every time", but the Wizard has to be shafted so that NO ONE has a crappy enough save for him to find a "weak point" and attack it with a spell?
Low Saves are in the game for a reason. Fighters and Rogues get Phantasmal Killed, or Dominated... the party has to deal/protect against it. The Wizard and Rogue get hit with Disintegrate, the Cleric and Fighter get hit with Fireballs, Polar Rays and Meteor Swarms.
An increase to low saves across the board would depower magic. And not in the good way. Who likes playing a class who's attacks are a bunch of misses/low effects.
..
Also, I have a problem with the concept of not letting anyone excel at something.
By 20th level, going by the 'half character level + class bonus', before any stat modifiers the differences between your High and Low saves are going to be 2 points.
That means a Wizard who spent money and xp making himself a Belt of Constitution (since this tends to be his focused stat after Int), could potentially become better at Fort saves than a Fighter who's build has a lot of MAD. Or look at a Paladin, Ranger or Monk for that matter... they might have to put a low-ish stat in Consitution (12-14) and give up increasing it in favor of other stats, as opposed to this Wizard.
With only a 2 point difference, these are the weirdness you'll encounter. When your base class bonus gives a 6 point difference, it's rare that you'll ever see this kind of thing happen (if ever! I haven't seen it yet).
Gabriel Domingues |
I respectfully disagree.
Wizards will not suffer a depower in magic, it won´t make then less powerful when compared to the other classes.
Think the rules as they are now. With a +6 low save progression, is *very* easy for a Wizard (with a High Int bonus, + Int bonuses from magical Items, + Spell Save DC bonus from feats) to Dominate, phastasm kill, or even hit hard with fireballs, meteorswarms, since the +6 bonus is ridiculously low, specially at higher levels.
With the streamlinded progression (1/2 character´s level + class bonus), wizards will still have a chance to control/dominate and deal full damage with area spells, however, the other classes, at less, will have a "hope" to succeed in their saving throws (different from what is happening now, in the current rules).
Your second concern, about the wizard exceeding the other classes in Fort saves, it isn´t true. First of all, we have to considerar that, using the streamlined progression, Warrior classes will have a + 2 class modifier bonus on their FORT saves, while wizards will have not. Warrior characters also use to have greater Con than Wizards, this another fact.
As much as a Wizard can create magical items (the belt of your example), Warriors can find teasures with magical items of equal power, according to the campaing level.
Lastly, in the current rules, at 20th level, the poor (+6) save progression correspond to a -4 penalty in the saving throw (when compared to a Spell Save DC wich is normally equal to 1/2 character´s 20th level + Ability Mod). In the other hand, the good (+12) save progression correspond to only a +2 bonus in the saving throw (again, when compared to a Spell Save DC wich is normally equal to 1/2 character´s 20th level + Ability Mod). What is the logic of that? If I have a poor save I take a -4 penalty, but if I have a Good Save I receive only +2 bonus? It´s a great advantage for Wizards.
Kaisoku |
I answered both your points already.
I acknowledged the +2 difference between High and Low, but disagree that it's any appreciable amount of difference. Remember that these are on d20 rolls, a +2 modifier difference doesn't influence much over random chance (with all other things being equal, you only have a 10% chance better at avoiding it than the weaker person?).
The second point of devaluing the High save was also addressed. Why take away the ability to excel at something? This is something I REALLY disliked about the 4e system as presented to us in their articles. Everyone was "pretty good" at everything.
Making a change like you propose to Saves moves things towards the 4e concept of "no one can suck, no one can excel", which is what is driving people to making 3.75e.
Yes, 4e has some good mechanics that I'm not adverse to adding to my game. I'm not completely anti-4e and shout down any concepts that might come up.
However, this is a fundamental change to the way you look at Saving Throws, to something entirely no longer 3e in concept.
...
Here's what I mean.
I think that Initiative should be less dependent on the die roll. So there needs to be a bonus someplace.
Now the problem with Initiative is that EVERYONE could use a bonus to it. Getting to attack first is important no matter your class.
"No one sucks", 4e Thinking: Give everyone a + based on level so that higher level people are better than lower level people. But everyone around the same level are still the same.
"Let people excel", 3e Thinking: Don't give any particular class a bonus, since everyone can use this. Make it choosable outside of class, or make it like BAB/Saves where it's based on class but variable.
Give an "Initiative Save" that's low or high (or Intermediate, *wink*), that is based on the class (Rogues = High, Fighters = High or Intermediate, etc).
OR give an extended Feat Chain for Improved Initiative. Pathfinder gives more feats per level, so everyone could take advantage of this without hurting too much.
This is the difference in thinking between keeping 3e the feel it has, and changing it to Saga/4e feel.
david ferris |
Why can the Fighter get his weapon that'll hurt his enemy, and "land his hit every time", but the Wizard has to be shafted so that NO ONE has a crappy enough save for him to find a "weak point" and attack it with a spell?
...
Low Saves are in the game for a reason. Fighters and Rogues get Phantasmal Killed, or Dominated... the party has to deal/protect against it. The Wizard and Rogue get hit with Disintegrate, the Cleric and Fighter get hit with Fireballs, Polar Rays and Meteor Swarms.
....
An increase to low saves across the board would depower magic. And not in the good way. Who likes playing a class who's attacks are a bunch of misses/low effects.
The save difficulty is heavily influenced by what is usually the primary ability score of the spell caster. Especially if single class.
The spell caster just has to guess what the weak save type his target has.The greatest problem with some classes having poor saves against their same level counterparts is that with the existing system at high levels all classes effectivly get poor saves against the attacker which is generally a monster or NPC. Having some classes suck a bit less than others is not the same as everyone having a combination of strong saves and weak saves.
As a DM I have to take this imbalance into account (and I would rather not need to) or I can too easily wipe out a party by making full advantage of the broken saving throw differentiation.
The core mechanics eventually become a broken wreck.
This is not just a situation where there is a problem with class flavour.
This really stands out when the attacker is using a natural ability and has a super high constitution (size and level based) which massively boosts the saving throw requirement.