Article: 10184 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: email!news.univie.ac.at!scsing.switch.ch!ira.uka.de!gmd.de!Germany.EU.net!mcsun!uunet!stanford.edu!nntp.Stanford.EDU!galahad From: galahad@leland.Stanford.EDU (Scott Compton) Subject: Re: Saving Throws Message-ID: <1993Mar11.034218.1920@leland.Stanford.EDU> Sender: news@leland.Stanford.EDU (Mr News) Organization: DSG, Stanford University, CA 94305, USA Date: Thu, 11 Mar 93 03:42:18 GMT Lines: 69 I agree with the idea that the level system doesn't work too well for Saving Throws. However, it should have some correlation to advancement of some sorts. Next, I have always felt that SAVES should be based on the six main attributes, and especially Constitution. Therefore, if you combine advancement with the attributes, you get a better system. Here is a random example: Mr.Mage Level: 9 HP's: 22 STR: 7 INT: 16 WIS: 13 DEX: 14 CON: 9 CHA: 11 STR: Saves for being crushed, any feat that would save the character's life based on strength, might, or force. INT: Saves for magic (of the MU type) WIS: Saves for magic (of the Priest type) DEX: Saves for quickness, avoiding a deathly blow, etc. CON: The major save. Saves for Dragon's breath, diseases, poison, etc. CHA: Saves for charm, entrancement, abnormal things, etc. Now, if somehow we combine either Hit Points or Levels with the attributes, we get a better concept of how a character can save. Here is how I would do it: I would make each Attribute point 3% to save, and each level 3% to save. Therefore, if Mr. Mage wanted to save against a spell, you would have (17x3)=51% + (9x3)=27%. Therefore, he would have a grand total of 78% to save against spells or magic of the Mage-type. To save against a feat of strength, he would need a (7x3)+(9x3)=50%. Therefore, since each character class has a particualar Attribute requirement, the class will always have a certain minimum level of Save Percentage as well. Also, we can do away with all Saving Throw tables and not have to change a number on the character sheet as we go up in level; the Save percentage can simply be calculated when needed. (Level times three, Attribute times three.) Pretty easy, eh?! Since HP's are based on levels, I guess that the Save Percentage could also be based on hit points. You are probably thinking: Well, what happens if the character gets so high in level that s/he levels out to 100%? Well, what I would do is put an ATTRIBUTE RESTRICTION on the the save in question: I would use a formula (20 - Attribute score) as the amount to subtract from the 100%. Example: Mr Mage is now 89th level and has a CON of 9 (still). Even at 100%, his true Save percentage would be calculated as (20 - 9)=11%; 100% - 11% = 89%, or 89% maximum. This system would also work great with spells that alter your attributes. Like the Strength Spell, your STR would temporarily increase, thus increasing your Save's vs. Strength as well. Scotty the Sagemaster -- %|\====/|%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%|\====/|% %| \==/ |% MOTES: Manual Of The Eternal Sages 2nd Edition %| \==/ |% %| /==\ |% is now available! GALAHAD@LELAND.STANFORD.EDU %| /==\ |% %|/====\|%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%|/====\|%