GMMichael
Guide of Modos
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.
Maybe you're looking at the means instead of the ends. Should a PC be worried about having each of his saves as high as possible, or should he just make sure his hit points are maxed before going into a fight? Does it matter which saving throw you use against petrification, or should the character take a blindfold, or Ring of Protection against Petrification, with him?
I really hope by "dump stats" you're talking about the lower stats. Dump stats are for roll players.
And finally, to the question: yes, seven defenses is too much. Which is why I designed a game with three defensive skills, three abilities that can take damage, and three types of protection to reduce damage...so...only 9 defenses.
