Rethinking the Plus level bonus to saves
Posted: Fri Sep 13, 2013 4:23 am
This has probably come up before, so I apologize if it's a dead horse.
I've owned C&C for quite awhile, but haven't gotten many chances to play it. I was playing in a mid level (10th) one shot game last week which made me think that the scale of saving throw difficulties might be off at upper levels. I might be missing something, but it seems like it breaks down like this,
1) There doesn't seem to be many modifiers to "Save DC." Which means that they are just a flat 13/18.
2) This works fine at low levels since it comes out to slightly less than a 50% chance of making a primary save and almost no chance of making a secondary save.
3) At 10th level this is a problem as just from flat bonuses (not accounting for Class, race, or item bonuses) you would have roughly a +11 to saves (+10 LVL, +1 Ability Mod). This means that you will basically never fail a primary save and only fail secondary saves 30% of the time (again, before accounting for Class, Race and Item Mods). This seems too high for 10th level.
The specific event that caused me to feel this way was when the PC Monk with amazingly high stats tried to stun my Barbarian with roughly average stats. I simply couldn't fail the save (+10 LVL, +1 Mod, +4 from Barbarian= +15). Even if the save hadn't been primary, I'd succeed on a roll of 3+. I think that is too high considering he was equivalent level to me and had higher stats, I feel like I should have had, at best, a 50% chance of success.
I'm thinking that one easy way to fix this might be to go the 4E route of only adding half level to ability throws. Another possibility is to go the D&D Next route of just never having saves go up, but that would add complexity as I'd have to separate saves from other ability throws.
So, am I missing something, or is this something that really needs tweaking? I know C&C is meant to be rules light so these things are likely to happen occasionally, but I just feel like this would make it feel like rolls were too easy from 8th level on.
I've owned C&C for quite awhile, but haven't gotten many chances to play it. I was playing in a mid level (10th) one shot game last week which made me think that the scale of saving throw difficulties might be off at upper levels. I might be missing something, but it seems like it breaks down like this,
1) There doesn't seem to be many modifiers to "Save DC." Which means that they are just a flat 13/18.
2) This works fine at low levels since it comes out to slightly less than a 50% chance of making a primary save and almost no chance of making a secondary save.
3) At 10th level this is a problem as just from flat bonuses (not accounting for Class, race, or item bonuses) you would have roughly a +11 to saves (+10 LVL, +1 Ability Mod). This means that you will basically never fail a primary save and only fail secondary saves 30% of the time (again, before accounting for Class, Race and Item Mods). This seems too high for 10th level.
The specific event that caused me to feel this way was when the PC Monk with amazingly high stats tried to stun my Barbarian with roughly average stats. I simply couldn't fail the save (+10 LVL, +1 Mod, +4 from Barbarian= +15). Even if the save hadn't been primary, I'd succeed on a roll of 3+. I think that is too high considering he was equivalent level to me and had higher stats, I feel like I should have had, at best, a 50% chance of success.
I'm thinking that one easy way to fix this might be to go the 4E route of only adding half level to ability throws. Another possibility is to go the D&D Next route of just never having saves go up, but that would add complexity as I'd have to separate saves from other ability throws.
So, am I missing something, or is this something that really needs tweaking? I know C&C is meant to be rules light so these things are likely to happen occasionally, but I just feel like this would make it feel like rolls were too easy from 8th level on.