Ironnerd
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Crunchy on the outside, chewy on the inside.
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Re: Saving Throws vs HIGH stats
Reply #40 - May 1st, 2013 at 8:53am
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But seriously...
So it's been drilled into my head that an increase of "1" in a basic characteristic equals a 5% change on a save vs d20. This is, obviously, true. Why? Because Basic Char vs 1d20 is shorthand for "Basic Char x 5 vs 1d100". And we all know that saves vs a Characteristic may be optionally made on Basic Char vs 1d100 when things get harder. These two methods of rolling a save represent two ends of the same scale. The easier a task, the higher the Basic Char multiplier value, and the lower higher the difficulty, the lower the multiplier. Simple right?
It’s not explicitly stated in the rules anywhere, but after a bit of use it becomes pretty obvious that Basic Char vs 1d20 is an easier save than Basic Char vs 1d100. There are also variations mentioned in legacy adventures, like Basic Char x3 vs 1d100. It makes sense then that there should be modifiers between x5 and x3, and x3 and x1 (namely x4 and x2).
Basic Char x 5 vs 1d100: BASE Difficulty (Equals "Basic Char vs 1d20"). Basic Char x 4 vs 1d100: Trying – Solving NYT Sunday crossword puzzle (in pen?). Basic Char x 3 vs 1d100: Challenging – Final exam in Algebra Basic Char x 2 vs 1d100: Difficult – College Mulitvariable Calculus Basic Char x 1 vs 1d100: Very difficult – Orbital dynamics
It turns out I’m not alone in thinking this way. I received an e-mail a little while ago with the MHG rules for saves and whadaya know? They called out almost the same thing. And here I thought I was being clever… Oh, well… Still, I don’t read any MHG stuff (because I submit only to FGU and need to keep things to their rules. I figure I get confused pretty easy as it is, so it’s best not to mix in too many other rules), so it’s kinda cool that we were thinking along similar lines.
Of course, a roll can be made easier or harder by changing the multiplier even more.
AMAZINGLY DIFFICULT: Basic Char x 0.5 vs 1d100 AMAZINGLY EAZY: Basic Char x 10 vs 1d100
Of course, not all rolls are “Necessary” (see my earlier post on that subject).
So how does this effect characters with “Really High Stats”? I’m glad you asked. Aside from the many benefits received from high stats (earlier post), the character receives a bonus to all of his/her save rolls.
First, our “Average Jo” Basic Char: 10 x5 = 50% x4 = 40% x3 = 30% x2 = 20% x1 = 10%
Now for “Astonishing Lass” Basic Char: 45 x5 = 95% x4 = 95% x3 = 95% x2 = 90% x1 = 45%
Finally “Captain Above-Average” Basic Char: 20 x5 = 95% x4 = 80% x3 = 60% x2 = 40% x1 = 20%
As you can see, Astonishing Lass has a MUCH better chance of making her saves than Average Jo, and better chances than Captain Above-Average. Sure, she still maxes out at 95% (per the rules), but if the GM really wants to, he/she can just ignore the rules (let’s be honest, any “Rules Variant” is essentially guidance on how to ignore an existing rule - neither good nor bad), and go his/her own way (maybe use a different roll, or set Basic Char x2 as “base difficulty”).
Changing the floor and ceiling may also work:
<edit> Basic Char x5 01-05 success, 96-100 fail Basic Char x4 01-04 success, 97-100 fail Basic Char x3 01-03 success, 98-100 fail Basic Char x2 01-02 success, 99-100 fail Basic Char x1 01 success, 100 fail DANG IT! I knew what I meant to say, I just didn't type it up correctly. Sorry, people.</edit>
I still simply modify the target to match the circumstances. (Basic Char x"X") +/- "Y" vs d20/d100 works pretty well to fine-tune the difficulty.
Anyway, do whatever makes your game run best and produces the most fun.
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