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Star Adventurer Saving Throws Question

Started by MinutemanMadison, February 09, 2022, 04:57:03 PM

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MinutemanMadison

Hello all!

I'm new to OSR games and I'm looking to start a Star Adventurer campaign sometime in the near future. But as I've read the book, I've been a little confused by the rule on Saving Throws. Page 6 states that "16 ± CHA modifier is used as the base difficulty (DC) for all saves" So does this mean that a character with a +1 CHA mod has a harder time making saves, i.e., their DC increases to 17?

Perhaps I've missed something, and I apologize if I sound dumb.

GeekyBugle

I might be wrong, but if I understand it correctly your ST starts at 16, so you need to roll equal or above it. To said roll you add your cha mod.

Lets say you have 16, roll a 15 on the d20 plus your +1 mod = 16 you pass.
on the other hand you roll a 16 but your CHA mod is -1 = 15 you fail.

Then you need to take into consideration the special ST bonuses of each class.
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

MinutemanMadison


GeekyBugle

Quote from: MinutemanMadison on February 09, 2022, 08:41:42 PM
Cool, thanks very much for your reply!

That's just my understanding of it, I might be wrong, with any luck Pundit will drop by and make it clear.
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

MinutemanMadison

I hope so. I DMed him on Twitter with the same question but I wouldn't be surprised if he doesn't read those much. I can only imagine the DMs  the Final Boss of Internet Shitlords regularly gets.  :o