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Feature Proposal: Save bonuses increase by level by class #718

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Turtlelord26 opened this issue Nov 27, 2018 · 5 comments
Open

Feature Proposal: Save bonuses increase by level by class #718

Turtlelord26 opened this issue Nov 27, 2018 · 5 comments

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@Turtlelord26
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To allow easier balance of Saves across the leveling experience, to differentiate the classes more, and to help out #382, we should consider Save bonus scaling.

Characters would receive a +X, +Y, +Z, +W to their saves each level, and we could apportion fast/med/slow growth to each save differently based on class, to mirror the kind of training that class makes use of.

Must keep #383 in mind, as work here will affect what kind of work can be done there.

@Turtlelord26
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Here's a draft of some numbers.
image

@Turtlelord26
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Slow, medium, and fast are a floor function on level * (1.5, 2.5, or 3.5).
Rates are given to classes as a compromise between flavor and an even distribution of highs and lows. Naturally, subject to feedback.

@Turtlelord26
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To clarify, this is intended to be in addition to the current numbers generated by characters' primary stats. A lv 1 specialist with 6 int and 6 cha would have a Will save of 12 + 2 = 14.

@bleehu
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bleehu commented Mar 17, 2019

At level 5, with a fast progression, you've doubled the average save that a character would make. That's not an insurmountable problem, but it does mean that I'd have to re-balance all of the DCs in the enemy bestiary.
The call-out of the confluence of this with 383 makes me think that this is a small feature that we may want to make a project out of?

@Turtlelord26
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Yeah, I could see this existing as a small project. Would be nice and organized that way. Before we go there though, I'd like at least a short conversation on those save numbers and how we want defensive ranges and offensive thresholds to line up. No rush on this project, and I think it would help to make sure we're all starting from the same spot.

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