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Are 5e Saving Throws Boring?
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<blockquote data-quote="Sacrosanct" data-source="post: 7852974" data-attributes="member: 15700"><p>Well, seeing as how I'm citing the game rules on encounter design, and citing how the adventures for each edition have been written, I'd say it's a pretty good indicator on how most tables play the game. Those things give us a pretty good idea on how a typical game table is playing the game.</p><p></p><p>Or are you seriously arguing that when evaluating the lethality of each edition, the rules are meaningless because a DM somewhere can make the game harder?</p><p></p><p>There is an objective way to compare each other. And that's looking at the rules, looking at what happens when a save is failed, and looking at mechanics that make it easier or harder to keep going (like allowing multiple saves). You compare like vs like scenarios and see the difference.</p><p></p><p></p><p></p><p>So? That was never my point. Who cares if some people like it, and other don't. I've never argued one is better than the other objectively. Or that 5e is worse design objectively. I've never accused anyone of badwrong fun for enjoying modern saving throw design. And in fact, I don't like save or die so much as I like what it leads to (player planning behavior and how they approach each encounter)</p><p></p><p>The only think I argued that is objective is that AD&D was more lethal than 5e in accordance to the rules, and the penalties for failing a save were much worse than 5e.</p><p></p><p>Then I gave my personal opinion, about how one of the reasons I preferred the tougher penalties is because it make players plan more and give more thought into the upcoming adventure, and how they treated encounters much differently rather than the same generic arena style approach that I see more often in 5e (where the focus is on HP and HP only---lessening your loss of them and taking the most away from the opponent as fast as possible), which in turn makes the encounters, even those against undead, venomous creatures, and special attack creatures feel samey.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7852974, member: 15700"] Well, seeing as how I'm citing the game rules on encounter design, and citing how the adventures for each edition have been written, I'd say it's a pretty good indicator on how most tables play the game. Those things give us a pretty good idea on how a typical game table is playing the game. Or are you seriously arguing that when evaluating the lethality of each edition, the rules are meaningless because a DM somewhere can make the game harder? There is an objective way to compare each other. And that's looking at the rules, looking at what happens when a save is failed, and looking at mechanics that make it easier or harder to keep going (like allowing multiple saves). You compare like vs like scenarios and see the difference. So? That was never my point. Who cares if some people like it, and other don't. I've never argued one is better than the other objectively. Or that 5e is worse design objectively. I've never accused anyone of badwrong fun for enjoying modern saving throw design. And in fact, I don't like save or die so much as I like what it leads to (player planning behavior and how they approach each encounter) The only think I argued that is objective is that AD&D was more lethal than 5e in accordance to the rules, and the penalties for failing a save were much worse than 5e. Then I gave my personal opinion, about how one of the reasons I preferred the tougher penalties is because it make players plan more and give more thought into the upcoming adventure, and how they treated encounters much differently rather than the same generic arena style approach that I see more often in 5e (where the focus is on HP and HP only---lessening your loss of them and taking the most away from the opponent as fast as possible), which in turn makes the encounters, even those against undead, venomous creatures, and special attack creatures feel samey. [/QUOTE]
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