ADVANCER Saving throw and attack tables - Part 2 of "Advancement"
As I mentioned in the first post on XP tables, in ADVANCER, I simplified character advancement, while trying to keep some of the idiosyncracies of AD&D.
The general areas in advancement are:
- character rank (aka level)
- attack bonuses
- saving throws
Here are the principles that I had laid down initially when considering attack bonuses and saving throws. (Remember that ADVANCER uses ascending AC.) As you will see, not all of them made into the final results.
- Attack bonus and saving throw bonus increases by 2 every three levels (4th, 7th, 10th, 13th, 16th)
- Base attack bonus +0.
- Base saving throw is 16.
- Priestly and roguish classes get normal attack bonuses. (Cleric, Druid, Monk, Thief, Assassin)
- Martial classes start wtih +2 attack bonus at 1st level. (Fighter, Paladin, Ranger)
- Arcane classes do not get any attack bonus until 7th level. (Mage, Illusionist)
Attack bonues
In the end, I decided that there was not need for tables. Simply:
- Martial classes and monsters get +1 attack bonus per rank to a maximum of +16.
- Priestly and roguish classes get a +2 attack bonus every three levels, starting at 4th, to a maximum of +10 at 16th rank.
- Arcane classes get a +2 attack bonus every three levels, but only starting at 7th rank, to a maximum of +8 at 16th rank.
Notes:
- Martial classes get a +1 attack at 1st rank, which is different than AD&D, but it is easier to remember.
- Priestly and roguish classes progress pretty much as per AD&D for clerics, thought clerics will miss out at an extra +1 at 19th rank. It is a faster progression than for AD&D thieves, but it reaches the same maximum. Thieves need all the help they can get.
- Arcane casters no longer have a penalty of -1 at ranks 1-5 (as they do in AD&D). Their attack bonuses are marginally (+1) better at 16th rank and marginally worse (-1) at 21st rank and above.
- We don't worry about +/-1.
I decided that saving throws need tables, but I wanted some regularity. Also, because ADVANCER characters progress every three ranks, some regigging of the AD&D tables was in order.
I paid the most attention to the highest and lowest saving throw numbers for each category and added in regular step in between. Interestingly, perhaps because they shared a saving throw table in Greyhawk, arcane and roguish types have very similar saving throw progression---close enough that I thought they should be brought back together in ADVANCER.
The categories of "Spells" and "Rod, Staff or Wand" were collapsed into one because, lo and behold, in AD&D, the latter is always one lower than the former! We don't worry about +/-1.
In a separate post, I will explain the categories and bonuses applicable to saving throws, as I have tried to simplify those as well.
Arcane and Roguish Classes
Martial Classes, Unranked Characters and Monsters
Monsters who cast spells save as a mage or cleric if better.
Unintelligent monsters save as fighter of half rank, except saves vs. poison, death magic.
Priestly classes
Druids: +2 to saves vs. fire- and lightning-based attacks
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