Croesus
Adventurer
Well, obviously you don't need saving throws in an RPG. 4E got rid of them; the 4E saving throw is a duration tracking mechanic.
That said, they do have a function in 5E. Saving throws are designed to act as "gatekeepers" for crippling status effects. Therefore, they're hard for attackers to manipulate (it's much harder to weaken an enemy's saving throw than it is to strengthen your own attack roll), and creatures that need to be resistant to such effects get abilities like Magic Resistance or Legendary Resistance. Moreover, the illusion of control when you roll a saving throw helps players feel less put-upon when they get debuffed.
Agreed. As you note, there are significant differences in how the two mechanics are handled:
- Attacks can critically hit, doubling the effect. Saves don't.
- It's relatively easy to gain a high attack roll. Imposing minuses to saves if much harder (bane spell, a few other effects).
- It's relatively easy to gain advantage on attack rolls. Imposing disadvantage on saves is much harder.
- Related, many races/creatures have some form of advantage on saves or specific saves, e.g., vs. poison.
- A 1 on an attack automatically misses, a 20 auto hits. Saves don't have this rule.
By treating the two - attacks and saves - very differently, the rules can significantly tweak the impact of spells. Since I happen to think 5E has gotten the balance just about perfect, I would argue this is a good thing. The benefits of "everything is an attack roll" don't make up for what we would lose in differentiating the two mechanics.