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<blockquote data-quote="James Gasik" data-source="post: 7176835" data-attributes="member: 6877472"><p>Sadly it is true, page 165 of the PHB states "You can take each feat only once, unless the</p><p>feat’s description says otherwise."</p><p></p><p>Given that each class has one high priority save and one low priority save by design (and the few classes that get additional saving throw proficiency do so at fairly high level, such as the Rogue), it seems deliberate that the developers want characters to have significant weaknesses for some percentage of the game.</p><p></p><p>The Paladin is a bit of an odd duck here, but it's worth noting his +Charisma to saves is actually a party buff, even though he always gets the benefit of it.</p><p></p><p>Now it should be noted that save DC's are actually fairly low until enemies start getting attributes beyond 20- since the formula for a save DC is 8 +stat +proficiency.</p><p></p><p>Many creatures aren't proficient in saving throws to begin with, and again, players are likely only proficient with 2. So this means at low levels, even characters who have dumped a vital stat probably only need an 11 to make most saves.</p><p></p><p>Because a natural 20 is not an automatic save, as it was in previous editions. This is a real game changer because now it can become impossible at some point to make a saving throw. I once saw a Halfling Fighter unable to hit the DC of a fear saving throw, even with advantage, since the DC was 21.</p><p></p><p>With this in mind, relying on allies becomes very important in this edition- many players create their characters in a vacuum, not really considering this factor. Because things like Bless, Paladin auras, Bardic Inspiration, Heroes' Feast and the like become insanely critical in higher level play, because you simply aren't supposed to be good at all saving throws- well, Paladins again can be, and high level Monks.</p><p></p><p>Actually in the case of classes like the Rogue, who do get an important save later in their career, this creates a strange scenario where you shouldn't take Resilient- pretty rough in the case of the Rogue since that means they won't get proficiency in Wisdom saves for quite some time.</p><p></p><p>Anyways, the short version: working as intended because they want saves to be possible for everyone at low levels, and at higher levels, they want players to be more reliant on one another.</p><p></p><p>Whether or not this is GOOD design is up in the air- I don't think it is, given how terrifying some effects can be- failing a save when fighting a Chuul or a Wight or a caster with Hold Person...yeah.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 7176835, member: 6877472"] Sadly it is true, page 165 of the PHB states "You can take each feat only once, unless the feat’s description says otherwise." Given that each class has one high priority save and one low priority save by design (and the few classes that get additional saving throw proficiency do so at fairly high level, such as the Rogue), it seems deliberate that the developers want characters to have significant weaknesses for some percentage of the game. The Paladin is a bit of an odd duck here, but it's worth noting his +Charisma to saves is actually a party buff, even though he always gets the benefit of it. Now it should be noted that save DC's are actually fairly low until enemies start getting attributes beyond 20- since the formula for a save DC is 8 +stat +proficiency. Many creatures aren't proficient in saving throws to begin with, and again, players are likely only proficient with 2. So this means at low levels, even characters who have dumped a vital stat probably only need an 11 to make most saves. Because a natural 20 is not an automatic save, as it was in previous editions. This is a real game changer because now it can become impossible at some point to make a saving throw. I once saw a Halfling Fighter unable to hit the DC of a fear saving throw, even with advantage, since the DC was 21. With this in mind, relying on allies becomes very important in this edition- many players create their characters in a vacuum, not really considering this factor. Because things like Bless, Paladin auras, Bardic Inspiration, Heroes' Feast and the like become insanely critical in higher level play, because you simply aren't supposed to be good at all saving throws- well, Paladins again can be, and high level Monks. Actually in the case of classes like the Rogue, who do get an important save later in their career, this creates a strange scenario where you shouldn't take Resilient- pretty rough in the case of the Rogue since that means they won't get proficiency in Wisdom saves for quite some time. Anyways, the short version: working as intended because they want saves to be possible for everyone at low levels, and at higher levels, they want players to be more reliant on one another. Whether or not this is GOOD design is up in the air- I don't think it is, given how terrifying some effects can be- failing a save when fighting a Chuul or a Wight or a caster with Hold Person...yeah. [/QUOTE]
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