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Are 5e Saving Throws Boring?
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<blockquote data-quote="Sacrosanct" data-source="post: 7852980" data-attributes="member: 15700"><p>wrong again. Even at low level, you instantly died if you failed. Or instantly turned to stone (or go petrified). On what basis do you keep making this assumption that saves weren't as brutal at low levels. How can you be more brutal than instantly dying or turning to stone? Being forced to listen to autotune music for a hour before dying?</p><p></p><p></p><p></p><p>Wrong again. Low HD creatures might have a bonus of +2 to saves, while high HD monsters gave a penalty of -2. or -4 if they were super high. That is literally level scaling because the adj to the save is based on the HD (level) of the monster</p><p></p><p></p><p></p><p></p><p>I guarantee you that based on my example above, if you know you will die instantly from one failure, you will act differently than if you knew you had 2 chances, and even if you failed both, you were back to normal after 24 hours. People base their actions on risk assessment. This is true of every scenario on every behavior we as a species do. It's no different for RPGs. You'll have to work really hard to convince me that human behavior for risk assessment doesn't follow typical behavior for RPGs that it does for every other activity.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7852980, member: 15700"] wrong again. Even at low level, you instantly died if you failed. Or instantly turned to stone (or go petrified). On what basis do you keep making this assumption that saves weren't as brutal at low levels. How can you be more brutal than instantly dying or turning to stone? Being forced to listen to autotune music for a hour before dying? Wrong again. Low HD creatures might have a bonus of +2 to saves, while high HD monsters gave a penalty of -2. or -4 if they were super high. That is literally level scaling because the adj to the save is based on the HD (level) of the monster I guarantee you that based on my example above, if you know you will die instantly from one failure, you will act differently than if you knew you had 2 chances, and even if you failed both, you were back to normal after 24 hours. People base their actions on risk assessment. This is true of every scenario on every behavior we as a species do. It's no different for RPGs. You'll have to work really hard to convince me that human behavior for risk assessment doesn't follow typical behavior for RPGs that it does for every other activity. [/QUOTE]
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