Turelus wrote:Only a few months late but wanted to say thanks for linking to the write up as it was inspiring to read.
You're welcome!
Okay, then, conversions. Here are a couple of posts that you might find useful:
https://ravencrowking.blogspot.com/2013 ... o-dcc.html
https://ravencrowking.blogspot.com/2016 ... ntain.html
For saves, use the "average man" standard, where the average man is a schlub in a 0-level funnel:
DC 5: The character succeeds 80% of the time.
DC 10: The character succeeds 55% of the time.
DC 15: The character succeeds 30% of the time.
DC 20: The character succeeds 5% of the time.
Assuming that a natural 20 always succeeds, DCs over 20 represent cases where even a more powerful being has a reduced chance of success. A character with a +2 bonus to Fort saves has a 15% chance of making DC 20, but only a 5% chance of making DC 22....the same as the peasant.
In general, if a failed save results in
killing the character outright, or removing them from play, a lower save DC is often appropriate.
If a failed save results in
a change to the status quo that promotes more interesting play, a higher save DC is often appropriate.
IOW, the DC reflects, in part, whether or not you want the save to succeed or fail more often. If you have a way to telegraph the effect, and the level of danger, a high DC can also increase table tension. If there is a way to avoid having to make the save, or to alter the odds of the roll, so much the better.
Remember that save bonuses in DCC don't inflate like they do in some games - a 10th level warrior has a +6 bonus to Fort saves, and nothing else that high. It is
barely possible to get up to +12 with an 18 Stamina, an 18 starting Luck, and the right birth augur. The odds are good that you will never see such a thing fairly rolled. You don't have to make save DCs excessive to make them work.