Can the save on a spell be changed or is it hardcoded?
Can say call lightnings' save be changed from reflex to fort?
It stands to reason that no matter how fast one is you are not going to avoid being struck by lightning.
And considering that, your save should be based on toughness not speed.
Changing save types
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Re: Changing save types
I differ on that reasoning. There are signs that you're about to get zapped (hair standing on end, a truly conscious/zen soul would probably detect the electrons aligning within their person ;P ) so it stands to reason (in the fantastical DnD world) that a person of stupendous reflexes can get out of the way.
Fortitude does nothing for you against electricity. It's still gonna burn a hole through your entire body, regardless of how tough and/or large said body is.
Fortitude does nothing for you against electricity. It's still gonna burn a hole through your entire body, regardless of how tough and/or large said body is.
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Re: Changing save types
It doesn't matter the size of the hole only the toughness one has to withstand the damage it creates. And I defy you to find anything out side of a teleportation/dimension door/timestop style spell that will grant you faster than light movement. Ain't happening either in this world or yours.
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Re: Changing save types
Use the force Luke! If you are aware of the signs prior to the attack you can avoid it is all I'm saying. Faster than Light movement is not necessary ;P
In the real world, of course that's not possible. But in the real world, people don't shoot lightning bolts from their fingertips, especially lightning bolts that will zip through several bodies regardless of whether they are grounded or not
. Well that's not necessarily true, my wife has a look that makes me feel a lil bit like I've been struck by lightning, see stars, get a lil dazed, don't know where I am, and the next thing I know I have new carpeting and cookware, or worse agreed to let my mother in law come stay with us.
In the real world, of course that's not possible. But in the real world, people don't shoot lightning bolts from their fingertips, especially lightning bolts that will zip through several bodies regardless of whether they are grounded or not

"Nobody Expects the Northern Inquisition!!!!"
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Re: Changing save types
I think that is why you get extra HP from con.Lorkar1 wrote:It doesn't matter the size of the hole only the toughness one has to withstand the damage it creates.
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Re: Changing save types
Will save: anything that affects your mind
Fortitude save: anything that affects your body
Reflex save: anything that might "strike" you
lightning hits you, its a reflex save. always has been always will be. since the days of yore in the original D&D pnp campaigns and rulebooks. it does not cause effects on your mind, it does not attempt to do effects on your body. it wants to strike you dead with malicious intent....its a reflex so you better dodge it
Fortitude save: anything that affects your body
Reflex save: anything that might "strike" you
lightning hits you, its a reflex save. always has been always will be. since the days of yore in the original D&D pnp campaigns and rulebooks. it does not cause effects on your mind, it does not attempt to do effects on your body. it wants to strike you dead with malicious intent....its a reflex so you better dodge it

Re: Changing save types
yeah lightning as reflex save is kind of a sacred cow of d&d. you cant mess with that or with fireball. yes it would probably make more sense to have really tough machos be half as affected by electricity because they are tough, rather than have really fast people take half damage because they are THAT FAST. (gotta say its a little weird to take HALF damage from lightning by dodging it... if it hit you, you are hit with it all, thats just how lightning works. Even in comic books.) reflex -> evasion i can see in an epic uncanny dodge spider sense sort of way.
a cooler way would be fort for half, or reflex for none, but like i said only wizards of the coast can muck with sacred 20 year old conventions
that being said theres a 3.5e prestige class feature that does let you take no effect from spells that allow a fort save, if you make it. kind of like evasion for fortitude (for stuff like horrid wilting). i think that would have been a cool feature for pure fighter. maybe a leathery epic pure ranger could do it.
wizards of the coast are gonna take major heat for what they're perpetrating in 4th edition.
a cooler way would be fort for half, or reflex for none, but like i said only wizards of the coast can muck with sacred 20 year old conventions

wizards of the coast are gonna take major heat for what they're perpetrating in 4th edition.
Re: Changing save types
Yeah, that's a great idea... give pure fighters even MORE BS abilitiesdisastro wrote: that being said theres a 3.5e prestige class feature that does let you take no effect from spells that allow a fort save, if you make it. kind of like evasion for fortitude (for stuff like horrid wilting). i think that would have been a cool feature for pure fighter. maybe a leathery epic pure ranger could do it.


Re: Changing save types
heh true. it would have been a better fit than the knockdown token however. fighters should only get Extraordinary abilities, not Supernatural or Spell-Like. i.e. no "magic spell like effect (fom with the signature scratched off)" immunity to tangle... but a great boost to reflex instead.Celorn wrote:Yeah, that's a great idea... give pure fighters even MORE BS abilitiesdisastro wrote: that being said theres a 3.5e prestige class feature that does let you take no effect from spells that allow a fort save, if you make it. kind of like evasion for fortitude (for stuff like horrid wilting). i think that would have been a cool feature for pure fighter. maybe a leathery epic pure ranger could do it.WOOT for Wo-Ns4-W!