Hawk Diesel
Adventurer
I don't think a saving throw should cost an action or require you to be prone or anything. The negative effects of the spell or whatever you're saving from are enough of a cost. Personally, while I don't mind complexity in my games, I prefer some kind of a balance. If a Dexterity save required some sort of cost to use, then why not Strength or Intelligence? And what would those costs look like? If only applied to dex, then why is dex set apart from the rest, and how does that impact characters that strongly rely on good dexterity? How would something like this interact with abilities like Evasion? Suddenly this creates a potential cascade effect with ripples that impact the game in many more unexpected ways.
Plus, I don't submit to the school of thought that all mechanics need to be based in a plausible reality. For example, the clearly defined actions and turns within initiative. Combat is messy and chaotic. No one calmly waits for someone to swing their sword before deciding that the other person is done and going themselves. Some mechanics are not meant to simulate reality, but make the game manageable and feel like a game rather than an unstructured, freeform story.
But this is just my way of playing and interpreting the game.
Plus, I don't submit to the school of thought that all mechanics need to be based in a plausible reality. For example, the clearly defined actions and turns within initiative. Combat is messy and chaotic. No one calmly waits for someone to swing their sword before deciding that the other person is done and going themselves. Some mechanics are not meant to simulate reality, but make the game manageable and feel like a game rather than an unstructured, freeform story.
But this is just my way of playing and interpreting the game.