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General Tabletop Discussion
*Pathfinder & Starfinder
Changing Saving Throws and DC's
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<blockquote data-quote="Spatzimaus" data-source="post: 3090770" data-attributes="member: 3051"><p>Plus, there's no need to balance it like that, since the saves weren't balanced to begin with. Think about how "dangerous" each save type is.</p><p></p><p><strong>Fortitude</strong>: most of the time I've encountered this, it was because of poison or disease, neither of which will kill you quickly. (Okay, there are high-level save-or-die ones, but work with me here.) There are spells to remove both, and ability damage can be healed. So, tying it to two physical stats (only one of which is ever a dump stat) isn't a problem.</p><p></p><p><strong>Reflex</strong>: Area-effect spells. The effects of these spells can be healed, but it's easy to overload a healer with enough of these, so it's a good save to have. Moderately dangerous, so tying it to one physical stat and one mental stat (neither of which is a dump stat) is fine.</p><p></p><p>And then there's <strong>Will</strong> saves. The most important save, IMO, because not only do most of them remove your character from a fight outright, many actually turn you against your group. And which stats get linked to that? Two mental dump stats. Admit it: if WIS had to share the Will save with something like STR, and you weren't a class that used WIS for something specific, which would you put your points into?</p><p></p><p>So, thematic elements aside, putting Will saves as WIS+CHA ensures that no stat gets left behind. Just as many people will go low-WIS as low-CHA, and the demand for a good Will save will motivate people to keep both at decent levels.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3090770, member: 3051"] Plus, there's no need to balance it like that, since the saves weren't balanced to begin with. Think about how "dangerous" each save type is. [b]Fortitude[/b]: most of the time I've encountered this, it was because of poison or disease, neither of which will kill you quickly. (Okay, there are high-level save-or-die ones, but work with me here.) There are spells to remove both, and ability damage can be healed. So, tying it to two physical stats (only one of which is ever a dump stat) isn't a problem. [b]Reflex[/b]: Area-effect spells. The effects of these spells can be healed, but it's easy to overload a healer with enough of these, so it's a good save to have. Moderately dangerous, so tying it to one physical stat and one mental stat (neither of which is a dump stat) is fine. And then there's [b]Will[/b] saves. The most important save, IMO, because not only do most of them remove your character from a fight outright, many actually turn you against your group. And which stats get linked to that? Two mental dump stats. Admit it: if WIS had to share the Will save with something like STR, and you weren't a class that used WIS for something specific, which would you put your points into? So, thematic elements aside, putting Will saves as WIS+CHA ensures that no stat gets left behind. Just as many people will go low-WIS as low-CHA, and the demand for a good Will save will motivate people to keep both at decent levels. [/QUOTE]
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