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Adding Skills to Saves
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<blockquote data-quote="I'm A Banana" data-source="post: 6357917" data-attributes="member: 2067"><p>So, the ultimate effect of this is going to be: people will fail fewer saving throws. Effects that offer saving throws like, say, dragon's fear, won't be as threatening, because weak characters can finangle some large bonus if their excuse is good enough for you to accept. </p><p></p><p>5e is designed so that failing a saving throw is acceptable and not really that big of a deal, so that a "weak" save or a save that you're prone to fail is OK. Between multiple saves and concentration mechanics and such, the chances of any save-able status lasting longer than a few rounds is vanishingly small. A failed saving throw adds tension to an encounter, and facilitates group dynamics as your allies try to heal you, disrupt the spellcaster, or shore up the party. A failed saving throw is a moment of dramatic tension.</p><p></p><p>With this rule, you will have less of those moments. </p><p></p><p>This might be fine, if you think that the chances for failing a save -- especially a "weak" save -- are too high right now. If you don't need those moments of crisis. If you're fine with making save-effects weaker overall. If it adds to your fun to have less of those moments, this sounds like a good way to run it. I like how it helps define your character as different to allow them to apply different skills. But the price you pay will be fewer moments of PC's going "Oh, no!" and playing on the defensive. It's up to you if that's a price you're willing to pay or not.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6357917, member: 2067"] So, the ultimate effect of this is going to be: people will fail fewer saving throws. Effects that offer saving throws like, say, dragon's fear, won't be as threatening, because weak characters can finangle some large bonus if their excuse is good enough for you to accept. 5e is designed so that failing a saving throw is acceptable and not really that big of a deal, so that a "weak" save or a save that you're prone to fail is OK. Between multiple saves and concentration mechanics and such, the chances of any save-able status lasting longer than a few rounds is vanishingly small. A failed saving throw adds tension to an encounter, and facilitates group dynamics as your allies try to heal you, disrupt the spellcaster, or shore up the party. A failed saving throw is a moment of dramatic tension. With this rule, you will have less of those moments. This might be fine, if you think that the chances for failing a save -- especially a "weak" save -- are too high right now. If you don't need those moments of crisis. If you're fine with making save-effects weaker overall. If it adds to your fun to have less of those moments, this sounds like a good way to run it. I like how it helps define your character as different to allow them to apply different skills. But the price you pay will be fewer moments of PC's going "Oh, no!" and playing on the defensive. It's up to you if that's a price you're willing to pay or not. [/QUOTE]
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