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→Using this sandbox for playing around with numbers
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.:
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"
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! 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)
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| 1 || 16 (15 || +3) 1 || 20 (+5) || 12 (+1) 3 || 8 (-1) +3 || 4 || 6+1
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| 2 || 17 (+3) 16 || 21 (+5) 2 || 13 (+1) 6 || 8 (-1) +4 || +4 || 6+2
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| 3 || 18 (+4) 17 || 22 (+6) 3 || 14 (+2) 7 || 9 (-1) +5 || +5 || 7+3
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| 4 || 19 (18 || +4) || 23 (+6) 8 || 15 (+2) 6 || 9 (-1) +6 || 5 || 7+4
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| 5 || 19 (|| +4) || 23 (+6) 8 || 15 (+2) 6 || 9 (-1) +6 || 5 || 7+4
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| 6 || 21 (+5) 20 || 25 (+7) 6 || 17 (+3) 11 || 10 (+0) 9 || 5 +8 || 7+6
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| 7 || 21 (+5) || 25 (+7) 6 || 17 (+3) 11 || 10 (+0) 9 || 5 +8 || 7+6
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| 8 || 22 (+6) || 26 (+8) 7 || 18 (+4) 12 || +10 (+0) || 6 +9 || 8+7
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| 9 || 23 (+6) || 27 (+8) || 19 (+4) 13 || +11 (+0) || 6 +10 || +8
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| 10 || 24 (+7) || 28 (+9) || 20 (+5) 15 || 11 (+0) 13 || 7 +11 || +9
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| 11 || 24 (+7) 25 || 28 (+9) || 20 (+5) 15 || 11 (+0) 13 || 7 +11 || +9
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| 12 || 26 (+8) || 30 (+10) || 22 (+6) 16 || 12 (+1) 14 || 7 +12 || 9+10
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| 13 || 26 (+8) 27 || 30 (+10) || 22 (+6) 16 || 12 (+1) 14 || 7 +12 || 9+10
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| 14 || 27 (+8) 28 || 31 (+10) 11 || 23 (+6) 17 || 12 (+1) 15 || 7 +13 || 9+11
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| 15 || 28 (+9) 29 || 32 (+11) 12 || 24 (+7) 19 || 13 (+1) 17 || 8 +14 || 10+12
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| 16 || 29 (+9) 30 || 33 (+11) 13 || 25 (+7) 20 || 13 (+1) 18 || 8 +15 || 10+13
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| 17 || 29 (+9) 31 || 33 (+11) 13 || 25 (+7) 20 || 13 (+1) 18 || 8 +15 || 10+13
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| 18 || 31 (+10) 32 || 35 (+12) 15 || 27 (+8) 22 || 14 (+2) 20 || 8 +18 || 10+16
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| 19 || 31 (+10) 33 || 35 (+12) 15 || 27 (+8) 22 || 14 (+2) 20 || 8 +18 || 10+16
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| 20 || 32 (+11) 34 || 36 (+13) 16 || 28 (+9) 23 || 14 (+2) 21 || 9 +19 || 11+17
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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.