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User:Aarnott/Lego Bin 12

843 bytes added, 16:35, 28 May 2010
Using this sandbox for playing around with numbers
== I've stated to Ghostwheel before, something about setting numbers in stone at 1st level really rubs me the wrong way. I really like his system for balancing 3.5 to use a single RNG Calculations ==appropriately, but I have an issue especially with the way saving throws are handled.
So here is the task. I'm trying need to figure out make a basic set of values for monsters saving throw system that keeps standard PCs (ones that don't get a bunch of bullshit bonuses) challenged by the monsters. This is my attempt.:
Assumptions:* Fits on an RNG (+/-5) such that DC = 14 + character level* Changes based on character level* Changes based on ability score* Includes a class bonus (classes are balanced somewhat with saves in mind after all)* Allows feat bonuses
*Ghostwheel's [[Balanced Wealth (3.5e Variant Rule)|Balanced Wealth]] First off, scaling by level is in effectsimple.*The expected ability score for an attackJust use 1/defense statistic is 16 (+3)*A high ability score (with a racial bonus) will have an extra +2 modifier (an extra 10% on the RNG)*A medium ability score will have a modifier 2 lower (10% more likely to fail on the RNG)*A low ability score will have a modifier 4 lower (20% more likely to fail on the RNG)*Regular attack rolls are made with a full BAB*Touch attacks are made with a 3/4 BABcharacter level.
===Statistics===Now, one thing about this houserule is that there can be a very large gap between statistics even when using balanced wealth. I think the best method of attack is to look at the gap when it is smallest (level 1) and when it is largest (level 20).
*Your expected ability Let's say that an average character will have a low score, of 8(-1) and a high ability score of 18(+4) at level 1. At level 20, their low score will be chosen to be increased every 14(+2 levels.*Your medium ability ) and high score will also be increased every 2 levels34(+12). Obviously this disparity is higher than (+/-5).*Your low ability score In fact, it is a dump stattwice that.
Using half the modifier will reduce that disparity. So we now have 1/2 character level + 1/2 ability score mod. Now for the class bonus. We need this to start at +2 for a high bonus (to even out with the high ability score) and end at +6. However, we don't want to increase the difference between saves much more. I think another 2 lower won't kill the RNG (if you start with an 8 in a stat and don't have a single class granting it as a strong save, maybe you deserve to have a weakness). Easy enough, either +1 to saves for every 4 levels except 20 or +1 every 5 levels. Add +2 if any of your classes has that saving throw as a strong save. I'm going to say +1 every 4 levels (except level 20). After looking at the table, I'm changing it to have an additional +3 in there, so we want 7 +1 boosts to saves. At level 1 and every 3 levels thereafter. Final rule: You can get bonuses to saves from class features/feats/items, but it caps out at a +2 total. For each additional +2, you can reroll a failed save 1/day. {| class="d20 zebra d20"
|-
! Level !DC (estimated)! Expected Ability Score Base Save bonus!High Save bonus (with class bonus)! High ability score !! Medium ability score Save bonus (without class bonus)!Low save bonus (with class bonus)! Low ability score !! Expected Variance !! Max Variancesave bonus (without class bonus)
|-
| 1 || 16 (15 || +3) 1 || 20 (+5) || 12 (+1) 3 || 8 (-1) +3 || 4 || 6+1
|-
| 2 || 17 (+3) 16 || 21 (+5) 2 || 13 (+1) 6 || 8 (-1) +4 || +4 || 6+2
|-
| 3 || 18 (+4) 17 || 22 (+6) 3 || 14 (+2) 7 || 9 (-1) +5 || +5 || 7+3
|-
| 4 || 19 (18 || +4) || 23 (+6) 8 || 15 (+2) 6 || 9 (-1) +6 || 5 || 7+4
|-
| 5 || 19 (|| +4) || 23 (+6) 8 || 15 (+2) 6 || 9 (-1) +6 || 5 || 7+4
|-
| 6 || 21 (+5) 20 || 25 (+7) 6 || 17 (+3) 11 || 10 (+0) 9 || 5 +8 || 7+6
|-
| 7 || 21 (+5) || 25 (+7) 6 || 17 (+3) 11 || 10 (+0) 9 || 5 +8 || 7+6
|-
| 8 || 22 (+6) || 26 (+8) 7 || 18 (+4) 12 || +10 (+0) || 6 +9 || 8+7
|-
| 9 || 23 (+6) || 27 (+8) || 19 (+4) 13 || +11 (+0) || 6 +10 || +8
|-
| 10 || 24 (+7) || 28 (+9) || 20 (+5) 15 || 11 (+0) 13 || 7 +11 || +9
|-
| 11 || 24 (+7) 25 || 28 (+9) || 20 (+5) 15 || 11 (+0) 13 || 7 +11 || +9
|-
| 12 || 26 (+8) || 30 (+10) || 22 (+6) 16 || 12 (+1) 14 || 7 +12 || 9+10
|-
| 13 || 26 (+8) 27 || 30 (+10) || 22 (+6) 16 || 12 (+1) 14 || 7 +12 || 9+10
|-
| 14 || 27 (+8) 28 || 31 (+10) 11 || 23 (+6) 17 || 12 (+1) 15 || 7 +13 || 9+11
|-
| 15 || 28 (+9) 29 || 32 (+11) 12 || 24 (+7) 19 || 13 (+1) 17 || 8 +14 || 10+12
|-
| 16 || 29 (+9) 30 || 33 (+11) 13 || 25 (+7) 20 || 13 (+1) 18 || 8 +15 || 10+13
|-
| 17 || 29 (+9) 31 || 33 (+11) 13 || 25 (+7) 20 || 13 (+1) 18 || 8 +15 || 10+13
|-
| 18 || 31 (+10) 32 || 35 (+12) 15 || 27 (+8) 22 || 14 (+2) 20 || 8 +18 || 10+16
|-
| 19 || 31 (+10) 33 || 35 (+12) 15 || 27 (+8) 22 || 14 (+2) 20 || 8 +18 || 10+16
|-
| 20 || 32 (+11) 34 || 36 (+13) 16 || 28 (+9) 23 || 14 (+2) 21 || 9 +19 || 11+17
|}
'''Thoughts:''' A dump stat will have about a 20-30% higher chance of failure for a 1st level character compared to their primary stat. For a 20th level character, this penalty becomes a 45-55% higher chance of failure. If the base chance of failure for something really challenging is 50%, then a character's dump stat falls to the bottom of the RNG at level 20, making any ability check with that ability score not even worth rolling.
With a cloak of resistance +5 by the end, you have specialized characters resisting just over 50% of the time with a reroll 1/day and you have unspecialized guys resisting about 25% of the time, with a reroll 1/day.
===Regular attacks===At best, a character might get around a 30% fail rate with several rerolls per day. And that is totally ok.
{| class="zebra d20"|-! Level !! Expected Attack Roll !! High ability score !! Medium ability score !! Low ability score|-| 1 || +4 || +6 || +One last change would be to do the 4e thing where you allow one of 2 || +0|}stats to affect Fort, Ref, and Will. That will reduce the number of characters out there that have that 25% fail chance.