Alomir
First Post
A half-way house might be to give an increasing bonus to the save, of (say) +1 each turn after the first. A string of bad luck could still keep you under, but at least the chance of throwing the condition off would be increasing each round.
I've tried to work out something like that before, but I'm afraid that there would be a bookkeeping nightmare if someone had multiple effects active. (Although I'm not sure if I've seen a suggestion yet that doesn't add a lot of bookkeeping).
Of course, then you have the difficulty of keeping enemy creatures under a condition for any length of time...
Is this really practical? (I ask from ignorance, not disbelief.) At our current levels, certainly not - I'd be very worried if we had to count on an effect (that couldn't be refreshed) staying active. Heck, I'd be worried if we had to count on it being active *for one round*. (But, I digress.) Or, are we just missing the right classes/powers to make this more workable?