Archived from groups: rec.games.frp.dnd (More info?)
I have lately been considering having spellcasters make "spell attacks" instead
of their targets making saving throws. Instead of imposing save DCs on the
victims of their spells, the spellcaster rolls a d20, adds the spell level of
the spell being cast, and the relevant ability modifer (Int for wizards, Wis for
clerics, etc).
On the flip side, it's the targets of magic that carry the Difficulty Classes
for the spells being cast. Each character has a Fortitude /score/, Reflex
/score, and Will /score/, which are 10 + level/HD modifier + Con or Dex or Wis
modifier.
This is part of two larger rationales:
1) Consistency: The attacker is the one who makes the die rolls. Weapon, spell,
doesn't matter.
2) Balance Between Party Members: In a setting/game system such as Xcrawl where
you grant Mojo (action points) for natural 20 rolls, the party wizard can
contribute to the party's Mojo pool just like the party fighter.
What side-effects (if any) might there be with "reversing" saving throws?
Note: In pursuit of #1, you might also consider simplifying opposed die rolls
(e.g. Bluff/Sense Motive) to single rolls versus DCs like everything else (e.g.
a Bluff check against a Sense Motive DC of 10 + Sense Motive ranks + Wisdom
modifier + any misc. bonus). Eliminating opposed checks changes the dynamics
somewhat, though. Whereas a weak skill check (say d20 + 1 rank + 2 ability
modifier) against a superior opposed check (say d20 + 12 ranks + 4 ability
modifier) where there's a chance of success only if the opposed check goes below
a natural 8, the same skill check has no chance of success with a fixed opposing
DC (i.e. fixed DC of 26, versus a maximum check result of 23).
--
Matthias (matthias_mls@yahoo.com)
"Scientists tend to do philosophy about as well as you'd expect philosophers to
do science, the difference being that at least the philosophers usually *know*
when they're out of their depth."
-Jeff Heikkinen
I have lately been considering having spellcasters make "spell attacks" instead
of their targets making saving throws. Instead of imposing save DCs on the
victims of their spells, the spellcaster rolls a d20, adds the spell level of
the spell being cast, and the relevant ability modifer (Int for wizards, Wis for
clerics, etc).
On the flip side, it's the targets of magic that carry the Difficulty Classes
for the spells being cast. Each character has a Fortitude /score/, Reflex
/score, and Will /score/, which are 10 + level/HD modifier + Con or Dex or Wis
modifier.
This is part of two larger rationales:
1) Consistency: The attacker is the one who makes the die rolls. Weapon, spell,
doesn't matter.
2) Balance Between Party Members: In a setting/game system such as Xcrawl where
you grant Mojo (action points) for natural 20 rolls, the party wizard can
contribute to the party's Mojo pool just like the party fighter.
What side-effects (if any) might there be with "reversing" saving throws?
Note: In pursuit of #1, you might also consider simplifying opposed die rolls
(e.g. Bluff/Sense Motive) to single rolls versus DCs like everything else (e.g.
a Bluff check against a Sense Motive DC of 10 + Sense Motive ranks + Wisdom
modifier + any misc. bonus). Eliminating opposed checks changes the dynamics
somewhat, though. Whereas a weak skill check (say d20 + 1 rank + 2 ability
modifier) against a superior opposed check (say d20 + 12 ranks + 4 ability
modifier) where there's a chance of success only if the opposed check goes below
a natural 8, the same skill check has no chance of success with a fixed opposing
DC (i.e. fixed DC of 26, versus a maximum check result of 23).
--
Matthias (matthias_mls@yahoo.com)
"Scientists tend to do philosophy about as well as you'd expect philosophers to
do science, the difference being that at least the philosophers usually *know*
when they're out of their depth."
-Jeff Heikkinen