areola wrote:
I haven't played C&C that long yet to know how the saves really affect the maths. Care to explain?
Sure.
The CL to save versus a spell is always equal to the casters level. So If you have a 10th level mage throwing the spell at a 10th level character it is still as dangerous as it was at 5th level.
At 5th Level:
TN to save is 12 or 18 + level of the caster, so 17 or 23, depending on if the relevant stat is prime.
The saving throw: They get to add their level + any attribute modifier + any magic modifier. So say they are 5th level with a 17 dex and a +1 ring of protection. They get a total of 8 (5+2+1) to add to their roll. They have to roll a 9 or a 15 to match or beat the TN.
At 10th level:
The TN to save is again 12 or 18 + the level of the caster. So 22 or 28.
Now for the save:
Lets assume I have been stingy with magic rings.
So now the save is modified by level (10), + Stat (+2), and the ring they still have (+1). Which totals +13. Notice even though they are 10th level now they still need to roll equal to or better than a 9 or 15, just like they had to at 5th level.
So the magic is still just as risky to them when challenging a caster of equal level to them. Plus the amount of damage will be a similar percentage of their total HP as it was at 5th level.
I like the fact that the mage stays as scary as he was at 5th level. In every edition of D&D, especially 3E, they made the mage become weaker at higher levels because the save grew fast, to the point where the PC would almost always make the save (70 to 90% of the time). 3E made it even worse because of the DR/SR and huge save bonuses, plus luck bonus, protection bonus, divine bonus, super high stat bonus', etc...
Making a mage practically useless against buffed/highly protected opponents.
Thats why I love saves in C&C the best. You can never attack a spell caster thinking you will likely make your save and take half or no damage.
You know you have about a 45% or worse chance of failing instead of 70% or better chance of making the save. So you keep the fear and the tension. So when you go to make that roll you have just as much apprehension at 10th level as you did when you were 5th level. So when you make the roll your thrilled, or when you fail your fear builds and the tension of the fight builds.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending:
http://www.neoncon.com/
My House Rules:
http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.