Chaltab
Legend
So, I notice that both the fighter and the cleric use the mechanic introduced during the playtest in which, aside from AC, defensive stats also include saving throws based on all six standard Ability Scores. Unfortuantely due to scheduling conflicts with my group I was never able to participate in a playtest game, so I haven't had the option to try these rules out in combat, but it does seem a bit... overkill?
AD&D and Basic both had 5 saving throws based on what you were saving against--and not the same five at that, and 3E reduced that to simply three saving throws based on the manner in which you saved: Fortitude, Will, and Reflex. As far as I can recall, this was a well-received change because it was less to keep track of. 4E used the same three terms but reversed them into static defenses akin to Armor Class, essentially making the D20 attack mechanic universal to all types of attacks.
Having six different saving throws not only reverses the mechanical progression over the past ~years, but seems like it also makes 'smart play' more difficult: with seven different defenses, you have to spend more resources plugging your weaknesses, especially those defenses based on a character's dump stats. So what about people's experiences in the playtest and preview material? Has this been a problem for anyone or does it work better than it sounds on e-paper?
AD&D and Basic both had 5 saving throws based on what you were saving against--and not the same five at that, and 3E reduced that to simply three saving throws based on the manner in which you saved: Fortitude, Will, and Reflex. As far as I can recall, this was a well-received change because it was less to keep track of. 4E used the same three terms but reversed them into static defenses akin to Armor Class, essentially making the D20 attack mechanic universal to all types of attacks.
Having six different saving throws not only reverses the mechanical progression over the past ~years, but seems like it also makes 'smart play' more difficult: with seven different defenses, you have to spend more resources plugging your weaknesses, especially those defenses based on a character's dump stats. So what about people's experiences in the playtest and preview material? Has this been a problem for anyone or does it work better than it sounds on e-paper?