Alternative Saving Throws

Yaksha_

First Post
Have you ever thought it wierd that a PC with a high CON should have a poor Fortitude save? Or a PC with a high DEX have a crap Reflex? Why not base the Saving Throws off the Abilities, with a formula like this:

Fortitude = ½ Character Level (Round Down) + CON
Reflex = ½ Character level (Round Down) + DEX
Will = ½ Character level (Round Down) + WIS

O.K. It's not exactly as the current Saves, but it does do two things:

1. It makes sense. Now if you have high dexterity you will have good reflexes.
2. No more unwieldy charts!

Any thoughts?
 

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Yaksha_ said:
Have you ever thought it wierd that a PC with a high CON should have a poor Fortitude save? Or a PC with a high DEX have a crap Reflex?

Why yes, yes I have :D


Yaksha_ said:
Why not base the Saving Throws off the Abilities, with a formula like this:

Fortitude = ½ Character Level (Round Down) + CON
Reflex = ½ Character level (Round Down) + DEX
Will = ½ Character level (Round Down) + WIS

O.K. It's not exactly as the current Saves, but it does do two things:

1. It makes sense. Now if you have high dexterity you will have good reflexes.
2. No more unwieldy charts!

Any thoughts?

but it kinda looks alittle high don't you think, why not average your stats with your level instead?


(Btw, been thinking about save myself, (UA inspired me with the 3 class option/ saves) instead of saves being placed one point here and another there(degree and placement based on the class type) you could instead just have an amount of "free" save points you could place where you like, want a tough Rog okay take it from your Will or Ref, etc)
 

Yaksha_ said:
Have you ever thought it wierd that a PC with a high CON should have a poor Fortitude save? Or a PC with a high DEX have a crap Reflex? Why not base the Saving Throws off the Abilities, with a formula like this:

Fortitude = ½ Character Level (Round Down) + CON
Reflex = ½ Character level (Round Down) + DEX
Will = ½ Character level (Round Down) + WIS


Any thoughts?

Not really. Because natural ability is only part of the equasion. The other half is relevant experience and training. A 1st level commoner follows the mold below exactly; their stat mod is the only factor that determines a save bonus. Other first level characters have some benefit from class but the bulk of their save bonus often comes from stats.

As they advance, other factors take over. Natural aptitute only takes you so far. I don't care how naturally agile a person is, they will still be bested by a trained gymnast. The formula below take this into account but assume that all classes will use the same type of training at the same rate (basically, you are giving every class nearly "Good" in all saves). I don't think a wizard spends as much time ducking and weaving as a rogue who probably doesn't need to roll with a punch nearly as often as a fighter.

I think the system is fine as it is.

DC
 

Yaksha_ said:
Any thoughts?
So now everyone has monk saves, minus 2.

Does this also apply to NPC classes? To monsters? Do monsters base their saves on their hit dice or on their challenge rating?

You've weakened classes with multiple good saves and boosted classes with multiple bad saves. I'm not sure why you chose to go this route, though it does negate that "save stacking" feature of multiclassing (including prestige classes). It's removed one of the balance features of D&D, if you assume that core D&D is balanced; the classes are supposed to be balanced by all their features including their saving throws. By removing this, you've weakened the classes that needed multiple good saves to be balanced (Ranger, Monk, Druid and Cleric). Whether or not this is a bad thing is up to you.

Personally, I'm for deleting all mention of items of Resistence and giving all PC classes a base save equal to their class levels. So a 20th level character would have a base saving throw of 20 for all saves, modified by Con, Dex and Wis (and possibly Luck). But that's just how I roll, you don't have to roll like me.
 

D&D's save system is bogus in certain ways, but I think it's better than giving everyone the same save bonuses. As was mentioned previously, training and experience are more important than natural talent. If you really want a good Reflex bonus, but have the poor progression just buy some Gloves of Dex or a Manual of Dex. And a cloak of resistance, because it's just so efficient.
 

DreamChaser said:
Not really. Because natural ability is only part of the equasion. The other half is relevant experience and training. A 1st level commoner follows the mold below exactly; their stat mod is the only factor that determines a save bonus. Other first level characters have some benefit from class but the bulk of their save bonus often comes from stats.

As they advance, other factors take over. Natural aptitute only takes you so far. I don't care how naturally agile a person is, they will still be bested by a trained gymnast. The formula below take this into account but assume that all classes will use the same type of training at the same rate (basically, you are giving every class nearly "Good" in all saves). I don't think a wizard spends as much time ducking and weaving as a rogue who probably doesn't need to roll with a punch nearly as often as a fighter.
I was going to post, but DC here says it much better - MTE

DreamChaser said:
I think the system is fine as it is.
Well, I disagree, but that's a new thread :p
 

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