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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="Imaro" data-source="post: 8278132" data-attributes="member: 48965"><p>I'm going to assume there's no real point in answering this now, but the general works in D&D unless it's superseded by the specific. So Sanity is used as an ability with all the general rules of abilities, ability checks, saves, etc. applying (including any optional rules the DM might be using for abilities). The DMG gives specific examples of what might require a San check and San save... but at this point I don't think it's worthwhile for me to type it all out.</p><p></p><p>EDIT: Also, and this is IMO, it is fitting that no class has prof in SAN saves as it keeps everyone on equal footing when it comes to this in a horror game unless they are willing to make a hard choice and devote an Ability improvement to it... with a class based proficiency the saves would become trivial at higher levels and would totally destroy any sense of tension or fear at failing them. Your players seemed to be looking for a way to mitigate the actual horror part...which in a sword and sorcery game with a dash of horror might have been a good thing... but in an actual horror campaign (which I believe these rules were intended for) would be terrible.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8278132, member: 48965"] I'm going to assume there's no real point in answering this now, but the general works in D&D unless it's superseded by the specific. So Sanity is used as an ability with all the general rules of abilities, ability checks, saves, etc. applying (including any optional rules the DM might be using for abilities). The DMG gives specific examples of what might require a San check and San save... but at this point I don't think it's worthwhile for me to type it all out. EDIT: Also, and this is IMO, it is fitting that no class has prof in SAN saves as it keeps everyone on equal footing when it comes to this in a horror game unless they are willing to make a hard choice and devote an Ability improvement to it... with a class based proficiency the saves would become trivial at higher levels and would totally destroy any sense of tension or fear at failing them. Your players seemed to be looking for a way to mitigate the actual horror part...which in a sword and sorcery game with a dash of horror might have been a good thing... but in an actual horror campaign (which I believe these rules were intended for) would be terrible. [/QUOTE]
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