Well, maybe that is what the OP is looking for. That makes the game more tense!If the only changes you made were to increase the stakes of saving throws and reduce the availability of healing, the game would be a bloodbath.
A record player is the device with which you did play those vinyl discs, and some DJs used them for scratching. The disc would be rotating and the mechanical arm attached on the corner of the device, with a tiny needle made out of a crystal, would touch into the spiral groove of the vinyl disc.Psst what is a record player? Is someone reading my high school records? Hey I took Latin because I got tired of looking up Latin Phrases that appeared in my fiction.
This. It's not the Saving Throws that are humdrum. It's the consequences. @Saelorn is right about the bounded accuracy - the game assumes you're going to get hit/spell affected, but that you'll live on because there are at least three different systems for preventing PC death.A big aspect of whether saving throws, or attack rolls, etc. are exciting is whether failure is allowed.
In a game where the party are not allowed to fail their task then there isn't tension. "They know they will just heal up after the fight."
. . . TPKs or individual character deaths, while rare, also create tension when possible.
Thanks for the shout out, dave2008!Of possible interest to @NaturalZero , the OP, @Saelorn and others: a RPG kickstarter that @Egg Embry just linked to in his weekly article might just have what your looking for: The World's Greatest Role-Playing Game: The Zine It plans to include the following (among other things):
- Investigation mechanics for 5e - Turn your dunegon crawl into an archaelogical mystery or adapt 5e for a modern detective story using an optional investigation system inspired by the GUMSHOE system by Robin Laws and published by Pelegrane Press.
- Complications on failed rolls - What if you could take away the pass/fail aspect of attack rolls and make those failures add excitement and tension to your game? We're looking into an optional rule that would apply story-based complications onto those failures to keep players on their toes during a wicked battle.
- Alternate death rules- Feel like living on the edge with your characters? Strip away those death saves and walk on the wild side with some alternate rules that could actually make you wish someone memorized a raise dead spell.
I like that idea and wanted to try it, but never did. The reason I didn't: I decided that some saves should require a reaction (Dex saves) but for some it probably didn't make sense. Once I came to that conclusion I lost interest in trying to decide which saves should require a reaction and which ones should not.For the OP though: treat Saves like reactions. They might be more interesting if a player considers them a limited resource (once per round, maybe?).