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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5 Reflex Saves and Conditions Question
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<blockquote data-quote="Greenfield" data-source="post: 5950866" data-attributes="member: 6669384"><p>Reflex Saves are for those times when you don't have time to plan your escape route ahead of time.</p><p></p><p>The duration of a <em>Fireball</em> is "Instantaneous". Unless your Rogue has enough Spellcraft to tell <em>Fireball</em> from <em>Fly</em> while it's being cast, he doesn't have any actual time to prepare when the big boom hits. Whether in pitched battle or walking down the street, his prep time is exactly the same: Zero. Same for the Fighter, the Barb', or anyone else.</p><p></p><p>Same for <em>Lightning Bolt, Flame Strike</em>, or just about any other Reflex save spell.</p><p></p><p>So here's the rule: Use common sense to apply situation modifiers. Let your players know what they are.</p><p></p><p>Then make sure your "common sense" makes sense to the players.</p><p></p><p>For me? Held or unconscious would be a -5 on Reflex saves. </p><p></p><p>Want to add "No possible cover", for people or creatures flying? Go for it. Want a different modifier for "no possible cover" when they're in the open on the ground, and can do little more than hit the dirt? Hey it's your game.</p><p></p><p>Want to create a full written rule set to cover all possible situations, without actual play test and adjustment? Seems like a bad idea.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5950866, member: 6669384"] Reflex Saves are for those times when you don't have time to plan your escape route ahead of time. The duration of a [I]Fireball[/I] is "Instantaneous". Unless your Rogue has enough Spellcraft to tell [I]Fireball[/I] from [I]Fly[/I] while it's being cast, he doesn't have any actual time to prepare when the big boom hits. Whether in pitched battle or walking down the street, his prep time is exactly the same: Zero. Same for the Fighter, the Barb', or anyone else. Same for [I]Lightning Bolt, Flame Strike[/I], or just about any other Reflex save spell. So here's the rule: Use common sense to apply situation modifiers. Let your players know what they are. Then make sure your "common sense" makes sense to the players. For me? Held or unconscious would be a -5 on Reflex saves. Want to add "No possible cover", for people or creatures flying? Go for it. Want a different modifier for "no possible cover" when they're in the open on the ground, and can do little more than hit the dirt? Hey it's your game. Want to create a full written rule set to cover all possible situations, without actual play test and adjustment? Seems like a bad idea. [/QUOTE]
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