Tweaking Disintegrate
I love the flavor of disintegrate, I love the damage of disintegrate, I love the utility of disintegrate, I love the fact it reduces enemies to fine powder. I am even fine with having a spell attack and a fortitude save, well mostly.
I have one pet peeve with the spell; it is one of a very limited number of circumstances where you can hit and do no damage. That just feels bad. So I thought I would make a small adjustment.
I considered two possible changes:
-Switching from a Basic Fortitude save to a save with only save, failure, and crit failure conditions
-Moving the degree of success adjustment effect to the success condition of the spell attack. (If you read nothing else from this post, read this: DO NOT DO THIS. As I will discuss when I go over the numbers this is far to impactful a change, I have no idea why I thought this would be a small tweak.)
I wanted to test to see how often these changes would effect the results, and since I was waiting for something else to finish running I decided to simulate some dice rolls.
Now, I understand that this is strictly unnecessary. All you really need to do is calculate the intersection of the probability of a successful attack with the probability of a critical success on a saving throw. But generating random numbers is quick and easy, and I like seeing the probability play out in real numbers is satisfying.
So for this test I generated two samples of 1 million sets of 3 d20 rolls. Then to start I used the expected spell attack and DC of a lvl 11 caster and the moderate AC and Fortitude saves of a lvl 11 creature to establish the success conditions.
There are eight bins of results:
- A miss,
- -A hit followed by a critical save,
- -A hit followed by a regular save,
- -A hit followed by a failed save,
- -A hit followed by a critically failed save,
- -A crit followed by a critical save, -A crit followed by a regular save, and,
- -A crit followed by a failed or critically failed save
The last two success conditions are combined as they both result in a critical fail.
Using the stats described earlier I sorted all the rolls into their respective bins, seen below
Level 11 vs pl+0 with moderate AC & Fortitude
| Bin | Sample 1 | Sample 2 |
|---|---|---|
| missed | 450,118 | 449,300 |
| hit, then crit save | 49,820 | 49,694 |
| hit, then save | 250,475 | 250,254 |
| hit, then fail | 174,933 | 175,675 |
| hit, then crit fail | 25,158 | 25,080 |
| crit, then crit save | 4,914 | 5,014 |
| crit, then save | 24,647 | 25,036 |
| crit, then fail | 19,935 | 19,947 |
As above, but with sure strike
| Bin | Sample 1 | Sample 2 |
|---|---|---|
| missed | 202,540 | 202,871 |
| hit, then crit save | 69,658 | 69,322 |
| hit, then save | 350,943 | 350,188 |
| hit, then fail | 244,786 | 245,362 |
| hit, then crit fail | 35,234 | 34,974 |
| crit, then crit save | 9,715 | 9,783 |
| crit, then save | 48,113 | 48,843 |
| crit, then fail | 39,011 | 38,657 |
As original, but with heroism, off-guard, and aid
| Bin | Sample 1 | Sample 2 |
|---|---|---|
| missed | 99,668 | 100,235 |
| hit, then crit save | 50,134 | 49,556 |
| hit, then save | 250,167 | 249,867 |
| hit, then fail | 175,097 | 174,642 |
| hit, then crit fail | 25,277 | 24,927 |
| crit, then crit save | 39,714 | 39,869 |
| crit, then save | 200,111 | 200,481 |
| crit, then fail | 159,8323 | 160,423 |
As original, but with AC reduced by 2 and Fortitude increased by 2
| Bin | Sample 1 | Sample 2 |
|---|---|---|
| missed | 350,257 | 349,403 |
| hit, then crit save | 100,365 | 100,054 |
| hit, then save | 250,079 | 250,248 |
| hit, then fail | 124,676 | 125,130 |
| hit, then crit fail | 25,134 | 25,060 |
| crit, then crit save | 29,759 | 29,743 |
| crit, then save | 74,816 | 75,383 |
| crit, then fail | 44,914 | 44,979 |
Now this is where I figured enough of a pattern was visible. Roughly 5% of results are a hit followed by a crit save, which is the case I would like to address. Moreover the numbers themselves don't matter nearly as much as the relative difference between enemy AC and Fortitude. Fortitude goes up relative to AC and the percentage increases. AC goes up relative to fortitude the percentage drops. Makes sense. It also suggest that unless the difference becomes extreme, (which is unlikely as low AC is not often coupled with extreme Fortitude) then the number of effected cases is likely to stay within 5-15%.
Compared to the other change which would impact over 50% of cases and it's so fucking obvious that I shouldn't have needed to bother with this little exercise to see it. But sometimes you don't see the forest for the trees until your already out.
So, I'm now thinking of implement this little buff to disintegrate in my games, confident that it won't be too disruptive. But if it might only impact 5% of cases and disintegrate isn't cast all the time I'm wondering if the change will be noticed at all. Oh well. Maybe it's all for naught.
Posted Feb 26, 2026, 3:31 AM UTC