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Switch to Forum Live View Expertise dice to augment saving throws: lowering the effectiveness of spells & spell-casters...
7 months ago  ::  Nov 04, 2012 - 4:52PM #1
Shodan_1
Date Joined: Feb 12, 2012
Posts: 41
     If I'm not mistaken, in a bound accuracy system, the DCs for saving throws are basically static (along with attack, AC, and save values).  In my opinion, this play-test iteration has significantly changed the power dynamic by decreasing the effectiveness of spells & spell-casters to favor fighters & rogues.  I believe this is true because of the new combat maneuvers specifically available to those classes alone (i.e. the additions of Lightning Reflexes/Great Fortitude to Fighters & Lightning Reflexes/Iron Will to Rogues).  Effectively, a fighter or rogue can greatly increase their chances of making saves against spells with use of expertise dice.  In a bound accuracy system, the class-specific wizard/cleric spell DC bonus is insignificant in comparison to having a Fighter or Rogue's  ability to add expertise die to a saving throw roll each round.

     Effectively, a significant portion of damage-dealing spells will only dole out 1/2 damage to Fighters/Rogues, and spells with a save vs. effect (i.e. charm, illusions, alterations, etc...) will be wasted when cast at those classes.  While the tradition of spell "evasion" has been a class feature of Rogues, this is a new addition to Fighters (or more precisely, this bonus to saves was available to all classes as feats in 3rd & 4th editions).

Am I wrong in feeling that these new additions to the maneuvers list changes the effectiveness of spells and can greatly decrease the ability of spell-casters???
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7 months ago  ::  Nov 04, 2012 - 4:57PM #2
Jenks
Date Joined: Apr 4, 2008
Posts: 2,497
While I do see this as a potential issue, remember 2 things.

1) Generally Fighters will not be fighting their fellow Wizard. It's not a PvP game, and shouldn't be balanced as such. You could make NPC wizards and such, but then what's the harm in giving a Fighter a way to combat them if it's an NPC like any other moster that needs saves.

2) The fighter has to choose those 3 feats at the oportunity cost of much more offensive and combat focused maneuvers. To most people, not exactly myself but a good amount of people, this actually makes them lesser choices. It them becomes a case of "If someone takes it, sure it's overpowered. But then again, who takes it?". Basically to me it seems more of a problem on paper than in actual practice. 

Some of that might be confusing, I'm sorry >.>
My two copper.



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7 months ago  ::  Nov 04, 2012 - 5:05PM #3
Orzel
Date Joined: Aug 22, 2007
Posts: 3,235
Actually, Fighters had the best saves in pre-3e editions.

Also D&D is not a pvp game. Fighters and Rogues wont be the target of many classed characters to worry about class balance in that manner.

Also Fighters and Rogues have to select each maneuer to boost their saving throws.

Also Fighters and Rogues have to save expertise dice and not use them from actions or reactions in order to boost saving throws.

Doesn't seem like much of a problem.

In fact some may say they are too weak of maneuvers to be worth choosing until late level, if at all.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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7 months ago  ::  Nov 04, 2012 - 6:11PM #4
Jenks
Date Joined: Apr 4, 2008
Posts: 2,497

Nov 4, 2012 -- 5:05PM, Orzel wrote:

Actually, Fighters had the best saves in pre-3e editions.

Also D&D is not a pvp game. Fighters and Rogues wont be the target of many classed characters to worry about class balance in that manner.

Also Fighters and Rogues have to select each maneuer to boost their saving throws.

Also Fighters and Rogues have to save expertise dice and not use them from actions or reactions in order to boost saving throws.

Doesn't seem like much of a problem.

In fact some may say they are too weak of maneuvers to be worth choosing until late level, if at all.



We must have been replying at the same time

My two copper.



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7 months ago  ::  Nov 04, 2012 - 6:35PM #5
Chaosmancer
Date Joined: Oct 16, 2008
Posts: 429
My problem isn't so much that these manuevers make wizards less effective, but now fighters and rogues are the best at saving against mental attacks. I'm more than willing to give them physical and speed tests, they are stronger and faster than wizards and clerics usually, but willpower tests? Why do the classes that are built around the mental ability scores suddenly the weakest in making those saves?

Now granted, it is only if they take those feats, and the fighter probably doesn't have a terribly great wisdom or charisma modifier to begin with, but it still seems a little wierd that the wizard and cleric have no way to boost their saves even agains the types of attacks they should be the best in defeating.
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7 months ago  ::  Nov 04, 2012 - 6:46PM #6
Shodan_1
Date Joined: Feb 12, 2012
Posts: 41
@Jenks - Please don't misunderstand me, I'm not describing a PVP situation (any opponent with levels of Fighter/Rogue could theoretically have access to these feats as well), I'm trying to show a difference in balance with respect to the abilities of the various classes, also, I'm trying to highlight the fact that Fighters & Rogues are the only classes able to access these feats (clerics and wizards do not).  If fighters are suppose to be "the best at combat", does that also equate to the best at resisting/negating damage from spells, poison, etc... as well???  What about clerics/wizards?  Don't you think that they should have an equal chance (if not better) to save against will-based spells?  Why is it the sole ability of Rogues to have access to Iron Will...

@Orzel - true, fighters had the best saves pre 3rd ed., but again, I'm not talking about PVP, I'm trying to discuss class balance, and, bound accuracy with respect to the growth curve of the expertise/maneuver mechanics.

My main point in starting this thread is to note that, while save DCs are for the most part static, why create a class-specific situation that can increase a saving throw roll by as much as 10 or better (assuming d12s will be used at higher levels).

For example, my 10th level fighter is hit with a fireball (DC 17).  I roll my save (add ability mods) and get 12 (failure), then I decide to use my d10 expertise and roll a 5 (12+5=17 save!).  The end result is that, as a fighter, I can choose when to gain an average of 5-6 to any Dex save once per round.  If you think that is a "weak" maneuver, then maybe your idea of "strength" only relates to the use of your arm...  Not only does my fighter make the save and receive 1/2 damage, but he can also attack twice and probably use the other two d10s to add to his damage output... overpowered much???  I think so.
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7 months ago  ::  Nov 04, 2012 - 6:50PM #7
Ogrenomnom
Date Joined: Jun 18, 2012
Posts: 63
My two copper on this matter has more to do with the over simplicity of the expertise system.  I think if the maneuvers had a combination of levels and/or statistical requirements, even situational requirements such as the rogue's sneak attack, then such an issue would hardly exist.  As it stands now, the fighter/rogue can get free bonuses without effort to most everything, including damage (except the rogue on that one).  I realise in 2nd edition the fighter just got +3/+3 to hit/damage for putting more proficiencies into his weapon at the end of the day, but at least it was a choice that affected him possibly negatively (ie. he could have focused in battle axes, and a +5 warhammer drops in the dungeon, he would not benefit from it as much as if here were a battle axe fighter).

While having good, desirable numbers is key to a fun and effective class, reward with neither risk or effort is any combination of lazy, fear induced or poorly thought out.  That is not to say there is not potential, or good wrought, from the expertise system.

Deadly strike is overwhelming used in favor over the other maneuvers, because there is no need to do much else if you can kill the monster faster.  Sure, parry is nice, and might be used in certain encounters, I have yet to see the player in my group even use protection (and he wanted it), cleave is a weaker version of whirlwind attack, etc.

The problem stands now that, since monsters are both fairly easy to hit, and have fairly low hp compared to party damage output, deadly strike is the go to maneuver.  If that pardigm shifts to mind control effects preventing the party from doing anything, then Iron Will would become the defacto maneuver, so on and so forth.  As it stands, a fighter is wasting his turn if he doesn't deadly strike, so there is no harm of him using a maneuver that takes away his precious expertise die from that maneuver, and him breaking free of mind influencing magic is not likely with his around average wisdom.
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7 months ago  ::  Nov 04, 2012 - 7:09PM #8
Orzel
Date Joined: Aug 22, 2007
Posts: 3,235
Even if I had Lightning Reflexes, I'd spend them all on Deadly Strike or Save them for Parry before using LR.

And that is the flaw.

The only time you'd use the Saing Throw Maneuvers is if the fighter does not use them on anything else. Great for mindless traps.

Also, I don't mind fighters having a way to boost will. A fighter's dedication to combat training and the rogue's tricky mind should be able to imbue them with a slightly boosted willpower. I wanna be able to say "Your mind tricks won't work on me, wizard!" again.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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7 months ago  ::  Nov 04, 2012 - 7:17PM #9
Ogrenomnom
Date Joined: Jun 18, 2012
Posts: 63
Well, in less words, that is pretty much what I said :P
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7 months ago  ::  Nov 05, 2012 - 11:29AM #10
Rustmonster
Date Joined: Mar 4, 2007
Posts: 3,875

Nov 4, 2012 -- 7:09PM, Orzel wrote:



Also, I don't mind fighters having a way to boost will. A fighter's dedication to combat training and the rogue's tricky mind should be able to imbue them with a slightly boosted willpower. I wanna be able to say "Your mind tricks won't work on me, wizard!" again.




Exactly. Fighters aren't just morons who wildly swing metal around. They are trained warriors. They are, to one degree or another, hardened veterans. Shrugging off mental effects SHOULD be in their realm.

EVERY DAY IS HORRIBLE POST DAY ON THE D&D FORUMS.

Everything makes me ANGRY (ESPECIALLY you, reader)
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