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Blending the D&Ds
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<blockquote data-quote="Zardnaar" data-source="post: 7533742" data-attributes="member: 6716779"><p>Something like that but stength saves are mostly getting knocked prone and there are spells like Banishment which are a charisma save so might be more important but yeah Con/Str and Con/Cha are def the best ones. Int is the worst, and out of the 3 good saves dex is the weakest and can be mitigated easily enough through good healing and mostly doesn't matter that much unless you are facing Dragons or packs of hell hounds. Or very low CR critters that can drop fireball/lightning bolt (CR 2-4). C&C actually handed the 6 saves better, everything is DC 12 or 18 but you add your level to it so if you are proficient in say Con and Cha the DC is 12 but even on your non proficient saves the DC is 18 and if you're level 8 you get +8 on all your saves. </p><p></p><p> I wold probably steal the basics of the 5E system, use fort/ref/will add your prof bonus to all of them and have a class bonus on each save. Or in 3.5 terms have base saves (at 20) +12/+10/+8 for a fighter, and nerf spell DCs into the ground ( and/or cap them at 20). Good saves future proof the game as well in terms of potential OP spells as the only risk is making a spell with no save and most spells with no save should be limited in some way-minor debuff, low AoE damage, decent single target damage something like that. Basically a 3-4 point difference between a good and bad save would be ideal. And might want to look at how ability scores modify them as even in 5E that is another +3-+5 generally on a save you are good at already.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7533742, member: 6716779"] Something like that but stength saves are mostly getting knocked prone and there are spells like Banishment which are a charisma save so might be more important but yeah Con/Str and Con/Cha are def the best ones. Int is the worst, and out of the 3 good saves dex is the weakest and can be mitigated easily enough through good healing and mostly doesn't matter that much unless you are facing Dragons or packs of hell hounds. Or very low CR critters that can drop fireball/lightning bolt (CR 2-4). C&C actually handed the 6 saves better, everything is DC 12 or 18 but you add your level to it so if you are proficient in say Con and Cha the DC is 12 but even on your non proficient saves the DC is 18 and if you're level 8 you get +8 on all your saves. I wold probably steal the basics of the 5E system, use fort/ref/will add your prof bonus to all of them and have a class bonus on each save. Or in 3.5 terms have base saves (at 20) +12/+10/+8 for a fighter, and nerf spell DCs into the ground ( and/or cap them at 20). Good saves future proof the game as well in terms of potential OP spells as the only risk is making a spell with no save and most spells with no save should be limited in some way-minor debuff, low AoE damage, decent single target damage something like that. Basically a 3-4 point difference between a good and bad save would be ideal. And might want to look at how ability scores modify them as even in 5E that is another +3-+5 generally on a save you are good at already. [/QUOTE]
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