Post by Ironnerd on Aug 24, 2020 13:30:10 GMT
ALIGNED SAVES
A normal Saving Throw is ≥ the Saving Throw value on d20. An Ability Save is ≤ the character’s Ability score on d20. A save versus a Thief Skill is ≤ the target value on d%. A save to detect a trap, hidden door, ambush, etc… is ≤2 on 1d6. That’s a lot to remember, and clever players will have a pretty good idea about what is going on if they just observe what kind of die the DM is rolling. To address this, I just converted everything to ≥X on d20.
THIEF SKILLS (AND ANY % ROLL)
I start by dividing the d% target by 5 (rounded). I then subtract that value from 20, and add 1 (because we roll ≥, not just >). So, a 30% would convert to 15+ vs d20. Some fidelity is lost as we go from 1% resolution to 5% resolution, but my players have yet to complain.
* 30÷5=6
* 20-6=14 (14 or more on d20 is a 35% chance)
* 14+1=15 (15 or more on d20 is a 30% chance)
It is easier to say 21-(30÷5), but the step-by-step method above shows the logic. A table is even better.
LEVEL ....... Open Lock ... Find Trap ... RMV Trap .... Climb Walls ... Move Silent ... Hide Shad ... Pick Pock ... Hear Noise
1 ........... 17+ ......... 18+ ......... 18+ ......... 3+ ............ 16+ ........... 18+ ......... 16+ ......... 14+
2 ........... 16+ ......... 17+ ......... 17+ ......... 2+ ............ 15+ ........... 17+ ......... 15+ ......... 13+
3 ........... 15+ ......... 16+ ......... 16+ ......... 2+ ............ 14+ ........... 16+ ......... 14+ ......... 12+
4 ........... 14+ ......... 15+ ......... 15+ ......... 2+ ............ 13+ ........... 15+ ......... 13+ ......... 11+
5 ........... 13+ ......... 14+ ......... 14+ ......... 2+ ............ 12+ ........... 14+ ......... 12+ ......... 10+
6 ........... 12+ ......... 13+ ......... 13+ ......... 2+ ............ 11+ ........... 14+ ......... 11+ ......... 9+
7 ........... 11+ ......... 12+ ......... 12+ ......... 1+ ............ 10+ ........... 13+ ......... 10+ ......... 8+
8 ........... 10+ ......... 11+ ......... 12+ ......... 1+ ............ 10+ ........... 12+ ......... 9+ .......... 7+
9 ........... 9+ .......... 10+ ......... 11+ ......... 1+ ............ 9+ ............ 12+ ......... 8+ .......... 6+
10 .......... 8+ .......... 9+ .......... 10+ ......... 1+ ............ 8+ ............ 11+ ......... 7+ .......... 5+
ABILITY SAVES
I created a new stat next to the Ability Adjustment scores on the character sheet. It is simply 21 minus the Ability Score. So, if a character has an Ability Score of 16, he would roll ≥ 5 on d20, rather than ≤ 16 using the BECM Rules as Written.
Ability Saves
ABILITY ... 3 .... 4 .... 5 .... 6 .... 7 .... 8 .... 9 .... 10 ... 11 ... 12 ... 13 ... 14 ... 15 ... 16 ... 17 ... 18
SAVE ...... 18 ... 17 ... 16 ... 15 ... 14 ... 13 ... 12 ... 11 ... 10 ... 9 .... 8 .... 7 .... 6 .... 5 .... 4 .... 3
D6 SAVES[
The d6 saves are a little odd, and I would rather convert them to d20, but then the adjustments won’t work. But I still believe they should all run in the same direction.
Save versus Surprise:
* 3+
Find Hidden Door:
* 6 (5+ for elves)
Listen for Noises (Non-thief)
* 6 (5+ for Dwarves, Elves, and Halflings)
Dwarves detecting Traps, Sliding Walls, Sloping Corridors, or New Construction:
* 5+
Halflings hiding:
* Outdoors: 2+ on d10 (oddball, but there was nowhere else to put it)
* Indoors: 5+ on d6
Open Stuck/Jammed Door (STR adj):
* 5+
Rolling d6 saves on d20 (it gets messy)
A d6 is 16.67% per side. This means that a +1 on a d6 is +17%. Since a d20 is 5% per side, BEz would have to round to +3 (15%). So this means a +1 adjustment that would normally be applied to a d6 roll becomes a +3 adjustment applied to a d20 roll. It also changes the rolls for the following rolls as follows:
Save versus Surprise:
* 10+
Find Hidden Door:
* 17+ (14+ for elves)
Listen for Noises (Non-thief)
* 17+ (14+ for Dwarves, Elves, and Halflings)
Dwarves detecting Traps, Sliding Walls, Sloping Corridors, or New Construction:
* 14+
Halflings hiding:
* Outdoors: 4+
* Indoors: 10+
Open Stuck/Jammed Door (STR adj x3):
* 14+
A normal Saving Throw is ≥ the Saving Throw value on d20. An Ability Save is ≤ the character’s Ability score on d20. A save versus a Thief Skill is ≤ the target value on d%. A save to detect a trap, hidden door, ambush, etc… is ≤2 on 1d6. That’s a lot to remember, and clever players will have a pretty good idea about what is going on if they just observe what kind of die the DM is rolling. To address this, I just converted everything to ≥X on d20.
THIEF SKILLS (AND ANY % ROLL)
I start by dividing the d% target by 5 (rounded). I then subtract that value from 20, and add 1 (because we roll ≥, not just >). So, a 30% would convert to 15+ vs d20. Some fidelity is lost as we go from 1% resolution to 5% resolution, but my players have yet to complain.
* 30÷5=6
* 20-6=14 (14 or more on d20 is a 35% chance)
* 14+1=15 (15 or more on d20 is a 30% chance)
It is easier to say 21-(30÷5), but the step-by-step method above shows the logic. A table is even better.
LEVEL ....... Open Lock ... Find Trap ... RMV Trap .... Climb Walls ... Move Silent ... Hide Shad ... Pick Pock ... Hear Noise
1 ........... 17+ ......... 18+ ......... 18+ ......... 3+ ............ 16+ ........... 18+ ......... 16+ ......... 14+
2 ........... 16+ ......... 17+ ......... 17+ ......... 2+ ............ 15+ ........... 17+ ......... 15+ ......... 13+
3 ........... 15+ ......... 16+ ......... 16+ ......... 2+ ............ 14+ ........... 16+ ......... 14+ ......... 12+
4 ........... 14+ ......... 15+ ......... 15+ ......... 2+ ............ 13+ ........... 15+ ......... 13+ ......... 11+
5 ........... 13+ ......... 14+ ......... 14+ ......... 2+ ............ 12+ ........... 14+ ......... 12+ ......... 10+
6 ........... 12+ ......... 13+ ......... 13+ ......... 2+ ............ 11+ ........... 14+ ......... 11+ ......... 9+
7 ........... 11+ ......... 12+ ......... 12+ ......... 1+ ............ 10+ ........... 13+ ......... 10+ ......... 8+
8 ........... 10+ ......... 11+ ......... 12+ ......... 1+ ............ 10+ ........... 12+ ......... 9+ .......... 7+
9 ........... 9+ .......... 10+ ......... 11+ ......... 1+ ............ 9+ ............ 12+ ......... 8+ .......... 6+
10 .......... 8+ .......... 9+ .......... 10+ ......... 1+ ............ 8+ ............ 11+ ......... 7+ .......... 5+
ABILITY SAVES
I created a new stat next to the Ability Adjustment scores on the character sheet. It is simply 21 minus the Ability Score. So, if a character has an Ability Score of 16, he would roll ≥ 5 on d20, rather than ≤ 16 using the BECM Rules as Written.
Ability Saves
ABILITY ... 3 .... 4 .... 5 .... 6 .... 7 .... 8 .... 9 .... 10 ... 11 ... 12 ... 13 ... 14 ... 15 ... 16 ... 17 ... 18
SAVE ...... 18 ... 17 ... 16 ... 15 ... 14 ... 13 ... 12 ... 11 ... 10 ... 9 .... 8 .... 7 .... 6 .... 5 .... 4 .... 3
D6 SAVES[
The d6 saves are a little odd, and I would rather convert them to d20, but then the adjustments won’t work. But I still believe they should all run in the same direction.
Save versus Surprise:
* 3+
Find Hidden Door:
* 6 (5+ for elves)
Listen for Noises (Non-thief)
* 6 (5+ for Dwarves, Elves, and Halflings)
Dwarves detecting Traps, Sliding Walls, Sloping Corridors, or New Construction:
* 5+
Halflings hiding:
* Outdoors: 2+ on d10 (oddball, but there was nowhere else to put it)
* Indoors: 5+ on d6
Open Stuck/Jammed Door (STR adj):
* 5+
Rolling d6 saves on d20 (it gets messy)
A d6 is 16.67% per side. This means that a +1 on a d6 is +17%. Since a d20 is 5% per side, BEz would have to round to +3 (15%). So this means a +1 adjustment that would normally be applied to a d6 roll becomes a +3 adjustment applied to a d20 roll. It also changes the rolls for the following rolls as follows:
Save versus Surprise:
* 10+
Find Hidden Door:
* 17+ (14+ for elves)
Listen for Noises (Non-thief)
* 17+ (14+ for Dwarves, Elves, and Halflings)
Dwarves detecting Traps, Sliding Walls, Sloping Corridors, or New Construction:
* 14+
Halflings hiding:
* Outdoors: 4+
* Indoors: 10+
Open Stuck/Jammed Door (STR adj x3):
* 14+