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Are 5e Saving Throws Boring?
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<blockquote data-quote="jgsugden" data-source="post: 7852179" data-attributes="member: 2629"><p>Saving throws - which are major turning points in many battles - are very simple for a reason. They are not intended to make the game more interesting mechanically - but rather to be as invisible as possible.</p><p></p><p>D&D is an RPG, a role playing game. Characters play a role in a story.</p><p></p><p>If you're telling a good story, you want the mechanics of the game to be as simple as possible so that they do not get in the way of the story. You want the precious moments where the player grabs a die, rolls it and calculates wheher they succeeded or failed to go quickly enough that the environment of suspense and urgency that you've crafted together is not harmed. You don't want the mechanics to steal your inertia.</p><p></p><p>If you craft an intriguing and thoughtful mechanic with several interwoven elements, you're going to disrupt the story's momentum. Those types of mechanics are best used to stretch out a moment in the game that is highly impactful, but stands on its own, such as a moment when a spell is used outside combat to do something dramatic (raise the dead, divinate, etc...) There, you want to take a single moment and turn it into a series of dramatic elements that weave together to make it longer and greate than the moment it represents. However, if you try to do that with every saving throw, every attack roll, every damage roll, etc.... Well, the game drags on and stalls out.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7852179, member: 2629"] Saving throws - which are major turning points in many battles - are very simple for a reason. They are not intended to make the game more interesting mechanically - but rather to be as invisible as possible. D&D is an RPG, a role playing game. Characters play a role in a story. If you're telling a good story, you want the mechanics of the game to be as simple as possible so that they do not get in the way of the story. You want the precious moments where the player grabs a die, rolls it and calculates wheher they succeeded or failed to go quickly enough that the environment of suspense and urgency that you've crafted together is not harmed. You don't want the mechanics to steal your inertia. If you craft an intriguing and thoughtful mechanic with several interwoven elements, you're going to disrupt the story's momentum. Those types of mechanics are best used to stretch out a moment in the game that is highly impactful, but stands on its own, such as a moment when a spell is used outside combat to do something dramatic (raise the dead, divinate, etc...) There, you want to take a single moment and turn it into a series of dramatic elements that weave together to make it longer and greate than the moment it represents. However, if you try to do that with every saving throw, every attack roll, every damage roll, etc.... Well, the game drags on and stalls out. [/QUOTE]
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