Saving Throws Rebalanced (3.5e Variant Rule)
| |||||||||
Rate this article Discuss this article |
Saving Throws Rebalanced[edit]
In High Balance Range and Very High Balance Range a potential problem can rise when saving throws become much much higher than any level appropriated DCs. This can happen to both players and monsters, leading both to rely on effect which grant no saving throws. The problem rarely ease as levels go up and often get much much worse. This can be the result of mad multiclassing, abuse of divine grace or similar abilities or perhaps the overuse of magic items. In addition, some classes tend to suffer heavily on their saving throws and as a result get taken out way more than they should be a fluked save.
This alternate rule will attempt to remedy the situation:
Firstly multiclass character determine their saving throw using Same Progression Stacking (which this rule is designed to work with). Additionally the ability score to saving throw change to the following.
- Fortitude is based on Constitution or Charisma.
- Reflex is now based on either Dexterity or Wisdom.
- Will is now based on either Wisdom or Charisma.
You may now use your force of personality to endure physical and metal assault and use your perceptive abilities to bolster your willpower and dodge out of the way before snap reaction is ever needed. This change expand what both Wisdom and Charisma do, since they are the only ability score not providing anything beside a skill bonus otherwise (in Charisma's case it was the only thing it did) without feats or special abilities keyed to it.
Variant Rule: If you dislike having two ability to an ability score a variant of the above rule is that you can add Wisdom or Charisma to only one save, you must the neglected save other ability score. So if you want your Wisdom to your Will save you must use your Dexterity on your Reflex.
Divine Grace & Friends[edit]
One of the most famous of the Paladin's ability is also one of the best way to screw with saves. In games high stats are more commons they may mean immunity to anything with a saving throw. Divine Grace allow anyone with it to severely outpace save DCs of abilities.
Instead Divine Grace become Divine Fortune which allow the character to roll twice for all their saving throws, taking the better result.
This change alter all abilities that function like divine grace, including more limited version of it.
Back to Main Page → 3.5e Homebrew → Variant Rules
Leziadv |
---|