royalgasil.blogg.se

Secrets of the lost tomb 1st vs 2nd edition
Secrets of the lost tomb 1st vs 2nd edition





The system as presented in the 5e playtest keeps the higher level DCs flat (another thing I proposed in the way back) with the lower level spells. High level spellcasters became even that much more potent. 3e took a detour from this concept, which used a very similar spell system as 1e/2e but more powerful effects were couple with more difficult to resist higher DCs. He could resist finger of death at a higher clip. One potential issue I see, is that in 1e and 2e, saves of higher level characters got much better, so as more powerful effects came the character's save was better equipped to deal with them. I favor this system the best, likely because this is something I proposed in the way back. They are stat checks vs a DC that is 10+stat. Saves in 5e are based on all 6 stats, remove the +1/2 level, and go back to having the defender roll them.

secrets of the lost tomb 1st vs 2nd edition

It has been been a while since I have played 4e, but I think SR was removed. Another problem is that the iconic "I failed my save" term was lost, due to the attacker rolling to hit their opponent with their powers. So in effect characters were designed to pump one stat and dump the other stat. Saves were generated from, the highest of two stats. This also had a major problem, stat polarity. The math remained the same as in 3e however was streamlined to +1/2 level on both the attackers end and defenders end. Now the attacker rolled to hit you and the defender set the DC. Saves were flipped on there head and no longer were something that you made a roll on, but became like an Armor Class score. The subsystem was basically a caster level check against a DC, the more powerful the monster or effect that granted the SR the higher the DC. You also had Spell Resistance which replaced the Magic Resistance rules. This system did have some notable problems muticlassing save bonus stacking, spellcaster's ability to get DCs out of the range of the defender to make a save. The net goal though was to make the bonuses and DCs stay relatively in the same ball park. Then DCs were generally 10 + 1/2 level + stat, or 10 + spell level + stat. Saves were based on class, level, and stats. In 2e the % was static and could not be changed.

secrets of the lost tomb 1st vs 2nd edition

There was also Magic Resistance expressed as a percentage, in 1e there was a complex % modification based on the level differences. So single variable based on defenders level. So as those save or die effects came on board, your saves were much better and made them much less likely to affect you. Saves were based on class and level only and broken into 5 categories, as you gained level effects were more difficult to affect you.







Secrets of the lost tomb 1st vs 2nd edition