House Rule/Feat for beating save DC by 10




Proposed house rule: If a character saves against a spell, spell-like or
supernatural ability, magic item, magical trap, or other magical effect,
and beats the save DC by at least 10, then he suffers no "partial"
or "half" effects, just as if he had been protected by an antimagic
field.


Example: Anna casts Unholy Blight (DC 18) at Bob. "The spell deals 1d8
points of damage per two caster levels (maximum 5d8) to a good creature
(or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it
to be sickened for 1d4 rounds. A successful Will save reduces damage to
half and negates the sickened effect. The effects cannot be negated by
remove disease or heal, but remove curse is effective." But if Bob's
adjusted roll is 28 or higher, he is not damaged or sicked at all.

Example: Anna casts Prismatic Spray (DC 22) at Bob, who is struck by a
green ray. "Poison (Kills; Fortitude partial, take 1d6 points of Con
damage instead)". Bob rolls his Fort save and gets a 32+, so he takes no
Con damage.

Example: Bob's good friend Anna hands him a Scarab of Death. "...if it
is held for more than 1 round or carried by a living creature for 1
minute, it changes into a horrible burrowing beetlelike creature. The
thing tears through any leather or cloth, burrows into flesh, and reaches
the victim=3Fs heart in 1 round, causing death. A DC 25 Reflex save allows
the wearer to tear the scarab away before it burrows out of sight, but he
still takes 3d6 points of damage." Luckily, Bob's Reflex save is +15 and
he rolls a natural 20, so he suffers no damage.


Thoughts?


--
"Sometimes I stand by the door and look into the darkness. Then I
am reminded how dearly I cherish my boredom, and what a precious
commodity is so much misery." -- Jack Vance
.



Relevant Pages

  • Re: House Rule/Feat for beating save DC by 10
    ... supernatural ability, magic item, magical trap, or other magical effect, and beats the save DC by at least 10, then he suffers no "partial" or "half" effects, just as if he had been protected by an antimagic field. ... A successful Will save reduces damage to half and negates the sickened effect. ... A DC 25 Reflex save allows the wearer to tear the scarab away before it burrows out of sight, but he still takes 3d6 points of damage." ... Luckily, Bob's Reflex save is +15 and he rolls a natural 20, so he suffers no damage. ...
    (rec.games.frp.dnd)
  • Re: House Rule/Feat for beating save DC by 10
    ... supernatural ability, magic item, magical trap, or other magical effect, and beats the save DC by at least 10, then he suffers no "partial" or "half" effects, just as if he had been protected by an antimagic field. ... A successful Will save reduces damage to half and negates the sickened effect. ... Luckily, Bob's Reflex save is +15 and he rolls a natural 20, so he suffers no damage. ...
    (rec.games.frp.dnd)
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