Breakdaddy wrote:Well here is a level 12 example:
Let's take a level 12 mage with 17 Int. He casts a level 6 spell at a 10 HD baddie. So he has to roll 10+11+10=31. He rolls D20+12+2 (max roll 34). He has a 15% chance of casting this spell against this baddie. THEN the baddie gets a saving throw. This renders the Wizard laughably useless against the party's most crucial enemies with his most coveted powers. On the other hand the cleric, whose powers tend to be more support-oriented, enjoys his full range of powers by virtue of not having to add the HD of the characters he is casting many of his spells on to his spell check because they are willing targets.
If my analysis is correct then I would have to say that the answer may be to either remove the HD of the enemy from the equation (it will come into play with saving throws anyway), or maybe halve their HD. That's just off the top of my head though, so it would probably need a bit more tweaking. Your idea is sound, but the math just needs a bit of tweaking. I wouldnt rely on magic items for boosting these numbers because then it becomes the whim of the GM to provide or deny properly earned magical powers which may be off-putting to some players. I'll give it some thought, but initially I would think taking the spell's level and multiplying it by two for the target number would be better than an arbitrary table. Level 9 spells would add 18 to the target number, level 6 would add 12, etc.
I'm sorry, I didn't make it clear that those rules I posted are the entirety of what I use for spell casting. I did not mention saving throws or spell resistance because I don't use em. In essence I wanted the target's hd to "make up for" the saving throw and spell resistance. From what I'm hearing it may be too harsh at higher levels.
In my imagining I added the spell level and the target's hd because it is more difficult to manipulate more advanced magics and it is more difficult to overcome higher hd monsters with those spells. I'll take a look at dropping target's hd or halving it.
To Treebore:
One of the reasons I wanted to get away from the memorization list is to make it easier to plan encounters. I just populate the enemies spell book and don't worry about what they have memorized.
To all:
I haven't seem any comments on the fact that a +1 staff or holy symbol would add to the spell check rather than the BtH. To me that seems pretty significant as I would expect a level 12 adventurer to have around a +3 or +4 primary weapon. Is that not in order?
Thanks for all the responses so far, this is very helpful.