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custom saves, level progression

Posted: Sat Jan 30, 2021 4:21 pm
by thistleknot
I've been thinking about a modified saving throw system.

Some systems I compared against
5e
adamantine (5e microlite)
pathfinder
microlite
target 20

I like microlite and adamantine (microlite for 5e)

I spent a lot of time comparing charts in the original. I didn't really want to deviate too much, but wanted to make it more like a d20 system with a target DC and improvement with level and the option to add ability bonus'

Ability bonus' are optional (I really liked this with Microlite, as their are only 4 abilities, in adamantine I believe it's 3 abilities. So a 1:1 relationship pretty much with saves).

# is DC
Class (+1): C,F,M,T (Cleric, Fighter, Mage, Thief)
DR/P,13,C (Con Bonus)
MW,14,C (Dex Bonus)
P/P,14,M,T (Wis Bonus)
DB,16,T
Spells,16,C,M,T

I even looked using kmeans to group fast and slow progression. It appears the best rule is +1/3 levels across the board. Else split 1/3(F), 1/4 (S)

Class:CFMT
DR/P:SFSF
MW:SFFS
P/P:SFFS
DB:SFSF
Spells:SFSF

But microlite has a slightly different class bonus. (For example Cleric: +2, Fighter had a +4, Thief: +3, Magic: +1) and then each class had specific bonus per type of save. Cleric: +1 Fort/Will, Fighter: +2 Fort, Mage: +2 Will, Thief: +2 Ref.

I did something similar for thief skills. Converted it to DC

I also wanted to streamline level progression (make it more like 5e, one table per class). So... I augmented this by granting thief's basically more hp (d6). Which isn't really that balanced. But they do have skills no one else has (I wanted to port over skills as well, looking at 5e vs pathfinder... it seems most of the relevant skills for dungeoneering fall under thief skills... so I basically incorporated dex skills for the thief... any class can attempt them, but the thief get's +1/2 level to these skills +1 for being class skills, other players get +1/4 levels for such skills).

Idk... just some rules I was trying out to make it seem more DC/ability based as well as not having to worry about separate level progressions. I even granted wizards and clerics there ability bonus in extra spells they can have in their spellbook (I noted for example that intelligence only gives bonus or languages... wisdom for what? Some saves?). I'm really tempted to drop the use of 6 ability scores and go with adamantines 3 (Physical, Mental, Dexterity).

Re: custom saves, level progression

Posted: Sat Jan 30, 2021 4:58 pm
by elmarcotote123
The way I go about it is I simply attach everything to the DC/Target Number system and give out flat bonuses.

As for saving throws I grant Classes Physical and Mental Saving Throw tables that grow per level (I cap them at 10). The character will then add the highest modifier of each respective category (say a +2 Strength, +1 Wisdom Fighter will add +2 to the Physical Saving Throw table and +1 to the Mental Saving Throw Table).

Sample Martial Table by Level with Physical and Mental Saving Throw Bonuses respectively (Casters are the other way around).

+1/+0
+1/+0
+2/+0
+2/+0
+2/+1
+2/+1
+3/+1
+3/+1
+3/+2
+3/+2

Re: custom saves, level progression

Posted: Sun Jan 31, 2021 12:23 am
by thistleknot
Thanks for the info. I read it once. I'll have to read it when it's not so late so I can digest it properly.

To balance out the classes more. I granted multiple attacks (like in 3e). Using the same standard attack Bonus in Basic Fantasy, but as soon as +6 is hit, then a second attack. This grants the fighter multiple attacks sooner. I figured this would "pull up" the abilities of those classes a little more to match the wizard who doesn't get a second physical attack until level 17 I believe (which is kind of pointless for a wizard... you don't really want to be relying on him for physical attacks)

Re: custom saves, level progression

Posted: Sun Jan 31, 2021 12:57 am
by elmarcotote123
You're welcome. My approach with extra attacks was simply to let Fighters perform a "sweeping" attack, namely if the Fighter has 2 adjacent enemies he can attack both using the same Attack and Damage Roll, that way you don't have to bother players about rolling twice.