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3 years ago ::
Sep 01, 2010 - 1:25PM
#1
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Date Joined:
Jan 31, 2009
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I'm thinking about running an online 3.5 campaign, and I was considering altering the Saves to more resemble the Defenses of 4th Edition to cut down on the amount of back-and-forth. At the table, exchanges of course go much faster. Resolving a saving throw will only take ten seconds:
"And Big Bad Guy casts a spell, give me a Will Save." (player rolls) "I got a 16." "'Mwa ha ha!, the villain laughs, 'You're mine now!' as your vision goes blurry and you feel weak..."
But with an online campaign said exchange might take a day or two which, by itself isn't so bad, but with a hypoethtical complex fight and hypothetical RL issues (not being able to post/e-mail/whatever) might drag said exchange out to a week or more.
I was wondering if I could make, say, a Lvl 1 Fighter's "+2 Fortitude Save" a "Fortitude Defense: 12" (essentially just add base 10)
And then the Evil Wizard's Level 2 Ghoul Touch spell (Save DC13) becomes a +3 attack to overcome the Fighter's Fortitude Defense.
It seems easy enough, but if D&D 3e has taught me anything, it's to become very suspicious if things seem easy. So, has anyone tried this? What were the results? How did it work out? What am I not seeing? Thanks in advance.
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3 years ago ::
Sep 01, 2010 - 1:27PM
#2
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Unearthed Arcana (and the d20 SRD) have what I believe you are looking for, at least in part, under the rules section for 'players roll all the dice', linked thusly: www.d20srd.org/srd/variant/adventuring/p...
Another day, another three or four entries to my Ignore List.
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3 years ago ::
Sep 01, 2010 - 1:47PM
#3
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Date Joined:
Jan 31, 2009
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Yes, indeed, but I want it to work that way for both NPCs and PCs.
In other words, I want to set it up so offense always rolls the dice. So if a Player casts Fireball, he rolls against the NPC's Reflex Defense. But if an NPC casts Fireball, the NPC is rolling against the Player's Reflex Defense.
I'm wondering if there's some not-so-obvious game breaking glitch hidden in inverting the process.
Thanks for the prompt response, btw.
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3 years ago ::
Sep 01, 2010 - 1:49PM
#4
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Date Joined:
Jun 17, 2010
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Which side of the game the d20 roll is on is completely arbitrary. However, to keep the math from getting screwed up you'll actually need to add a +2 to defenses.
In your example,
DC13 vs +2 Fort, the target will save when save=DC, therefore on 11-20. 50% chance. Atk+3 vs 12, attack will miss when atk < def, therefore on 1-8. 40%.
DC20 vs +8 Fort, target will save on 12-20, 45%. Atk+10 vs 18, attack will miss on 1-7. 35%.
DC15 vs +2 Fort, target will save on 13-20, 40%. Atk+5 vs 12, attack will miss on 1-6. 30%.
So yes, you can do this, but there is a hidden math fix you need to apply: flat +2 to defenses.
This is mostly due to the fact that you're inverting which side of the D20 you're accepting, but it gets screwed up because the d20 starts at 1 and not 0.
There's a reason we need a 0 in math, and this is it.
D&D Next = D&D: Quantum Edition
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3 years ago ::
Sep 01, 2010 - 2:42PM
#5
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Date Joined:
Jan 31, 2009
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Thank you, Mand12. That is exactly what I was looking for.
And I completely understand about the presense/absense of zero, but it's one of those things that's easy to forget about and overlook. I had a nagging feeling something wasn't right, but never would have considered it.
So, thanks again. =)
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