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<blockquote data-quote="Man in the Funny Hat" data-source="post: 5724005" data-attributes="member: 32740"><p>I disagree because one size does not fit all. Not every poison is equally lethal. Not every illusion is equally convincing. I'm not just talking about modifiers of +1, +2 here.</p><p> </p><p>When you make an ability check the score you're trying to hit is always the same (aside from a modifier or two). It's your ability score itself. When you make a saving throw the score you're trying to hit is set by... what? The level of the opponent doing the casting; the strength of the poison; the degree of complication of the illusion; or whatever other scale is desired can be used to set the DC for that saving throw.</p><p> </p><p>One size does not fit all. It may be vastly simpler but it's also boring and, though I hesitate to use the word, "unrealistic".</p><p> </p><p>Now, it actually made sense for 3rd Edition to simplify down to 3 categories of saves given that they were complicating the hell out of saving throws in a lot of other ways - modifiers out the wazoo. It similarly does NOT make sense to revert to more categories without ALSO again contemplating what it is that saving throws are for and how best to execute them within the overall system.</p><p> </p><p>Simpler is NOT always better. More complicated is NOT always a meaningful obstacle. More complicated often makes things more meaningful; leaves things less open to question. "New players" are given far too little credit for the ability to use their brains. Don't just train new players that they don't EVER need to use their brain.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 5724005, member: 32740"] I disagree because one size does not fit all. Not every poison is equally lethal. Not every illusion is equally convincing. I'm not just talking about modifiers of +1, +2 here. When you make an ability check the score you're trying to hit is always the same (aside from a modifier or two). It's your ability score itself. When you make a saving throw the score you're trying to hit is set by... what? The level of the opponent doing the casting; the strength of the poison; the degree of complication of the illusion; or whatever other scale is desired can be used to set the DC for that saving throw. One size does not fit all. It may be vastly simpler but it's also boring and, though I hesitate to use the word, "unrealistic". Now, it actually made sense for 3rd Edition to simplify down to 3 categories of saves given that they were complicating the hell out of saving throws in a lot of other ways - modifiers out the wazoo. It similarly does NOT make sense to revert to more categories without ALSO again contemplating what it is that saving throws are for and how best to execute them within the overall system. Simpler is NOT always better. More complicated is NOT always a meaningful obstacle. More complicated often makes things more meaningful; leaves things less open to question. "New players" are given far too little credit for the ability to use their brains. Don't just train new players that they don't EVER need to use their brain. [/QUOTE]
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