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Are 5e Saving Throws Boring?
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<blockquote data-quote="Sacrosanct" data-source="post: 7852887" data-attributes="member: 15700"><p>One of the big reasons why I liked the more deadly saving throw failure risks (like in TSR D&D) is not so much because it made death or sucking a lot more common, but because it added an element to the game that is missing now. That being, robust adventure planning.</p><p></p><p>When you're playing AD&D, when you're heading out for your adventure, you make sure you have antidotes, you make sure the casters have neutralize poison handy. You made sure your equipment was set up to handle as many situations as possible. If you expected undead or magic immune monsters, you planned for that and made sure you had other options. Load up on holy water, sliver weapons, etc.</p><p></p><p>In recent editions, it seems this is for the most part lost. </p><p></p><p>"Poison is just a little bit of extra damage, so no need to prepare neutralize poison when I can just cast another blaster spell."</p><p></p><p>"Undead? Meh. Just more bags of hit points and we'll fight them like every other encounter. Gee, this game is boring.."</p><p></p><p>"There's almost no way I am going to fail two saves in a row, so I won't even bother averting my gaze against the medusa and just fight her like everything else."</p><p></p><p>If modern saving throws suck as a mechanic, it's because the effects of failing have been neutered so much that they become an annoyance rather than something that has a big impact to your PC.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7852887, member: 15700"] One of the big reasons why I liked the more deadly saving throw failure risks (like in TSR D&D) is not so much because it made death or sucking a lot more common, but because it added an element to the game that is missing now. That being, robust adventure planning. When you're playing AD&D, when you're heading out for your adventure, you make sure you have antidotes, you make sure the casters have neutralize poison handy. You made sure your equipment was set up to handle as many situations as possible. If you expected undead or magic immune monsters, you planned for that and made sure you had other options. Load up on holy water, sliver weapons, etc. In recent editions, it seems this is for the most part lost. "Poison is just a little bit of extra damage, so no need to prepare neutralize poison when I can just cast another blaster spell." "Undead? Meh. Just more bags of hit points and we'll fight them like every other encounter. Gee, this game is boring.." "There's almost no way I am going to fail two saves in a row, so I won't even bother averting my gaze against the medusa and just fight her like everything else." If modern saving throws suck as a mechanic, it's because the effects of failing have been neutered so much that they become an annoyance rather than something that has a big impact to your PC. [/QUOTE]
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Are 5e Saving Throws Boring?
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