Tuesday 11 February 2020

The Monsters' Saves in Knave are Too High! 3 Reasons Why

In Knave, the monster conversion/creation rules state:

Saves: Since OSR monsters usually don’t come with ability scores, assume that monsters have ability bonuses equal to their level, with the corresponding ability defenses.
Example: A typical 4 HD monster would have a bonus of +4 and a defense of 14 in all of its abilities by default, unless modified by the referee.
This makes the monsters' saves too high! Here are 3 reasons why:

1. It's not in line with classic D&D. The monster save tables in classic D&D (I'm look specifically at Old School Essentials here) give the monsters lower chances of saving. It's hard to compare one to one, because the old-school saves vary more and only change once every three levels. But in terms of average save value, Knave monsters are at least equal to OSE monsters, and sometimes have up to a 10% edge. (All this is assuming that the monster is saving against a static DC of 15. If the monster is making an opposed save against a PC's stat, then the variables are multiplied again - but in general the PC's stat is likely to be lower than 15.)

2. It's not in line with the way player characters progress. PCs only get to raise 3 of their 6 stats when they level up, but monsters gain +1 to all stats per level. Now, you might say that PCs who rolled well in character creation can start with higher than +1, which is true. But as you go up the level chart, most PCs will eventually be eclipsed by monsters.

3. It punishes rather than rewards creative play. This is the most important one. By the book, Knave monsters will usually have saves that are at least equal to their armour class, and sometimes even higher. Generally speaking, boring attack rolls will target AC whereas interesting stuff (spells, combat stunts, clever plans) will target the monster's saves. When the players use clever tactics they should have better chances of success, not worse.

The solution I propose is to assume that monsters have saving throw bonuses equal to half their level rounded up. This ensures that even against tough monsters with many hit dice, clever plans have a reasonable chance to succeed.

(P.S. - I didn't miss the phrase "unless modified by the referee" in the above quote. Of course you can and should modify saves where it fits the fiction. A lumbering armoured tortoise might have a crappy DEX save but a great CON save, for example. Nevertheless, I think it's important to have a suitable default that you can fall back on whenever you're not sure.)

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