Tony Vargas
Legend
Good. 14, in context, was an example of a natural roll needed /with/ proficiency. Still a liability.you were just pointing out that saving on a 14 is a liability. Yeah, it is.
Good. 14, in context, was an example of a natural roll needed /with/ proficiency. Still a liability.you were just pointing out that saving on a 14 is a liability. Yeah, it is.
All sorts of things you care about could depend on a single result. Your life, an allies life, whether you drop the McGuffin in the volcano it was forged or meekly hand it to the BBEG who just dominated you.
Evidence? Just an illustrative example of how a bad save can snowball. And, not necessity. The question wasn't "Is it absolutely necessary to save 5e from itself by giving everyone save proficiency?"
It really, really does. Especially the 25 years prior to the last 15, if that makes any sense. ;P
Yeah, since 3.5, D&D had been increasingly going the direction of not utterly ending a character on a single failed save, and 5e didn't back off that as much as it did some other recent trends. That doesn't mean a low level character having a +1 instead of a -1 to his worst save is going to break the game, or even register in the very loose balance of 5e. Nor will a +5 vs a -1 devastate playability at high level - even assuming high level gets played any more often in 5e than it did in classic D&D.
In classic D&D, a very high level character would pass saves very easily, often on anything but a natural 1, so saves being vs horrific things still didn't intimidate them that much. In 5e, failing a save is not always so gruesome a fate - but failing because you rolled 11 is still very different from saving because you rolled 1 - it doesn't need to be failing because your rolled a 17 to make up for toning down the consequences.
Sure, it's significant. But characters will still ail their worst saves more often than not.I mean, a +6 bonus is significant. Folks will make most of their saves, even the ones they "suck at". The only question is if you're cool with that. It doesn't appeal to me much, since I like a game where things like not giving the McGuffin to Greg the Wis 8 Wonder-Warrior is a choice with significant meaning and finding out that the BBEG can dominate people is important intel and the vagaries of chance might hose you on an adventure. I like that a LOT MORE than a game where the PC's basically steamroll through stuff because they're free to ignore their dumpstat.
Yes, if your 8 WIS warlock happens to get a high-level Hold dropped on them, they won't be able to rescue themselves unless they get very lucky. That's OK. No one delves these dungeons alone. Part of what that does is adding a team dynamic to play - you have to rely on your party members when you get taken out.
What does the level of the Hold spell have to do with it? (Or are you meaning - cast by a high level NPC?)Yes, if your 8 WIS warlock happens to get a high-level Hold dropped on them, they won't be able to rescue themselves unless they get very lucky.
What does the level of the Hold spell have to do with it? (Or are you meaning - cast by a high level NPC?)
I want solo play to be viable, as it was pre-3e.
...I might quibble with the extent to which that was viable pre-3e
Another thing you might consider is allowing higher starting ability scores. If no one has a "dump stat," (like, lowest ability score is a 10 or a 12), the weaknesses will be less of a vulnerability.
I want solo play to be viable, as it was pre-3e.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.