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Originally Posted by Andreas
2 DC per GURPS modifer seems like a good choice, but I would probably put 0 at DC 10-11. A basic level one commoner with 10 in all stats have a 50% chance to resist a DC 11 effect, while a GURPS character with 10 in all stats would have slightly more than 50% chance to resist an effect with a 0 modifier.
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Most character classes will likely have
some bonuses to their saving throws even at first level, though. And almost no d20 player character will have penalties to one of their saving throws, while having a GURPS PC with a 10 in HT or Will is readily conceivable.
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Also why use +1 for all low DCs? Should not a DC 5 effect be easier to resist than one with DC 8?
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I don't think there are that many effects with a DC lower than 10 in the first place. DC 10 pretty much represents: "This is as easy to resist as possible", and the GURPS counterpart is an affliction which gives a +1 to the resisting attribute.