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Failing saves is...ok?
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<blockquote data-quote="Tony Vargas" data-source="post: 7205075" data-attributes="member: 996"><p>I don't recall saying anything about 60% success rates nor psychology either.</p><p></p><p>The adventure might function. The character of that class might be turned to stone by cockatrices or something. </p><p></p><p> Nice for them, but not taking the place of bonus scaling in past editions the way hp/damage does in 5e. There's two different things going on there. Accumulating special abilities is character growth of a different sort than accumulating a giant (boring, I suppose, but it lets you stay alive and doin' non-boring stuff) pile of hps. Cool special abilities define you characters in ways that you might have, in prior editions, done by optimizing some massive bonus in some very narrow area, like a diplomancer build. </p><p></p><p>They do not help so much with getting you through the series of encounters that earn you enough exp to get to the next level. Hps do that in lieu of getting some hugely scaling AC or REF or whatever. And saving throws /should/ be doing that for save-or-else effects that bypass hps, but they aren't. Solutions might include a lower floor for saves - or re-designing such effects to incorporate hps, either by doing damage, like Disintegrate, or comparing vs current hps, like Sleep, for instance.</p><p></p><p>OK, list the Fighter(Champion) special abilities that negate the effects of failed saving throws.</p><p></p><p> So, right there, he precisely backs up what I've been saying. In place of attack bonuses & 'defenses' (4e reference to that edition's alternative to the attack/save dichotomy), you have scaling hp/damage. 'New capabilities' speak to differentiation, not to scaling to handle higher-level challenges.</p><p></p><p></p><p> Remember, this was earlier in the process, ultimately they did settle on a set schedule, that applied across all classes. It's called Proficiency. It was an interesting development, late in the playtest, when it was introduced. </p><p></p><p> I wish I'd had a link to this article when 5e dropped. There was a whole kerfuffle over peasants killing dragons. It'd've been nice to show that it was likely by design.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7205075, member: 996"] I don't recall saying anything about 60% success rates nor psychology either. The adventure might function. The character of that class might be turned to stone by cockatrices or something. Nice for them, but not taking the place of bonus scaling in past editions the way hp/damage does in 5e. There's two different things going on there. Accumulating special abilities is character growth of a different sort than accumulating a giant (boring, I suppose, but it lets you stay alive and doin' non-boring stuff) pile of hps. Cool special abilities define you characters in ways that you might have, in prior editions, done by optimizing some massive bonus in some very narrow area, like a diplomancer build. They do not help so much with getting you through the series of encounters that earn you enough exp to get to the next level. Hps do that in lieu of getting some hugely scaling AC or REF or whatever. And saving throws /should/ be doing that for save-or-else effects that bypass hps, but they aren't. Solutions might include a lower floor for saves - or re-designing such effects to incorporate hps, either by doing damage, like Disintegrate, or comparing vs current hps, like Sleep, for instance. OK, list the Fighter(Champion) special abilities that negate the effects of failed saving throws. So, right there, he precisely backs up what I've been saying. In place of attack bonuses & 'defenses' (4e reference to that edition's alternative to the attack/save dichotomy), you have scaling hp/damage. 'New capabilities' speak to differentiation, not to scaling to handle higher-level challenges. Remember, this was earlier in the process, ultimately they did settle on a set schedule, that applied across all classes. It's called Proficiency. It was an interesting development, late in the playtest, when it was introduced. I wish I'd had a link to this article when 5e dropped. There was a whole kerfuffle over peasants killing dragons. It'd've been nice to show that it was likely by design. [/QUOTE]
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