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Failing saves is...ok?
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<blockquote data-quote="Barolo" data-source="post: 7197306" data-attributes="member: 61932"><p>I find it a nice feature that the dynamics involved in saves change as players progress in levels.</p><p></p><p>At the lower levels, being proficient or not in a save does not have that much impact, and to have a big difference between saves usually requires proficiency in a save in which the character also has a good stat versus non-proficiency in a save tied to a dump stat. Take wizards for instance. They likely start with a good int save, but their wis save might as well be as good as their dex or con save, depending on stat placement. Anyhow, the result of the saving throws will be more spread out, luck plays a bigger part, and consequences are usually mild.</p><p></p><p>At higher levels, the difference increases, and heroes start experiencing a real difference between good and bad saves, to the point that good saves might be successful very often while bad ones will almost guaranteed result in failure. Then, luck will play a smaller role, and the decisions the players make yield a much bigger impact. The fact that these high level characters actually have a lot of resources to deal with the challenges they face matches nicely this change in pace. And then, the higher levels is where disintegrating rays and quivering palms belong.</p></blockquote><p></p>
[QUOTE="Barolo, post: 7197306, member: 61932"] I find it a nice feature that the dynamics involved in saves change as players progress in levels. At the lower levels, being proficient or not in a save does not have that much impact, and to have a big difference between saves usually requires proficiency in a save in which the character also has a good stat versus non-proficiency in a save tied to a dump stat. Take wizards for instance. They likely start with a good int save, but their wis save might as well be as good as their dex or con save, depending on stat placement. Anyhow, the result of the saving throws will be more spread out, luck plays a bigger part, and consequences are usually mild. At higher levels, the difference increases, and heroes start experiencing a real difference between good and bad saves, to the point that good saves might be successful very often while bad ones will almost guaranteed result in failure. Then, luck will play a smaller role, and the decisions the players make yield a much bigger impact. The fact that these high level characters actually have a lot of resources to deal with the challenges they face matches nicely this change in pace. And then, the higher levels is where disintegrating rays and quivering palms belong. [/QUOTE]
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