Arnwolf666
Adventurer
When you don't use miniatures and just have generic area's people move between this is not a problem. It's nice not using miniatures sometimes.
Just to be clear: I wasn't suggesting adding this to 5E. I was using it as an example of the fact that 5E's saving throw system has warts, as does AD&D's--they are just warts in different places. I can live with either set of warts.
Ah. Seems like the same criticism of saves could be leveled to AD&D and 5e? Saving throws are passive in both editions. Fireballs don't move you around in both editions. But seems like we did a lot of that in AD&D, at least with my group. And maybe moreso than AD&D, 5e has the rules concepts (i.e. reactions & forced movement) which would allow for something like that to be easily house ruled.
The only wart-free saving-throw system would be no saving throw system, at all. ;PI know of no saving-throw system without displeasing warts.
Well, for starters, you would have to figure out why avoiding a fireball with a DEX based save has a cost while avoiding a sword with DEX based ac doesn't.
A combat round is six seconds. A fireball lasts for a fraction of one second. Doesn't seem (to me) like it takes enough time out of the round to justify eating up the PC's reaction.
Sure, and hitting someone who turns their back doesn't rob you of the ability to make a saving throw. In other words, I don't have a problem with a PC doing two of those split-second things in a single round.You could say the exact same thing about anything else that costs a reaction, e.g. hitting someone who turns their back on you to turn away.