However, it's frustrating as a level 1 character to have a high degree of failure against giant termites and kobolds. It's also frustrating to attempt to cast what should be relatively easy spells, only to have them fail repeatedly. You should be able to cast low-level spells with a greater degree of certitude.
What if I set up a scaled DT system that starts at 7, and adds the level? This means that hitting a kobold is DT 7, hitting a goblin is DT 8, and hitting the bugbear in the final encounter they had last session would be DT 10? This makes level 3 the 'default' DT for most things. This also means casting a healing word spell or a glimmering weapon is DT 8 instead of DT 10... this increases the odds of success with these spells almost 17%. That's significant.
The other thing I'm thinking of is increasing damage across the board... and then using armor to soak automatically (reducing damage by the armor rating) instead of requiring an armor check. I end up doing a LOT of rolling, because every action requires both the action and then a resistant check. For example, might could set the base damage for weapons, adding the damage rating of the weapon. Reflex could do the same for missile weapons. A shield then allows one might check per round (DT based on the attack that hit?) to deflect the attack. Shields could then be rated from +1 to +3, adding to that might check. You then get to add this rating to the damage with a shield if used as a weapon.
I might scale up hits a little bit too, then. You'd have 7 +might hits per level (instead of 5+), to keep things consistent, and to offset the changes to weapon damage and armor. You'd also need to have default resistant ratings (RR?) for might, mind, and reflex. I think going with 5 + level + trait rating would work. This becomes the target for spells and effects against those particular traits. For example, an arcane burst formerly was DT 10, dealt mind x2 damage, and allowed a reflex check for half damage. Now, it is DT 9 (7+ level 2 spell), deals mind x3 damage; each target whose reflex RR exceeds your attack result suffers half damage. RRs would be listed in parenthesis next to the given trait.
In the same way, a poison effect would require the creature to check its level vs. your might RR. If it equals or beats the RR, you suffer the effect of the poison.
I think I'm going to test this out and see how it goes.
These would be my revised character stat blocks using this new system:
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