I agree with you!
I've been writing personal RPG stuff again, taking my old setting (which I'd been trying to cram into modern D&D like a round peg into a square hole for a while) and just free-flowing with it. Sort of a fusion of B/X foundation with other things added. I was distilling saves down to just two: Body Save and Magic Save.
What are your thoughts on the number of saves in the game? Does tracking 5 saving throws (or 6 saving throws) feel like it makes more sense to you than having fewer saves (3 like 3e or even just 2 like I'm playing with)?
Well, I am biased because I played for SO LONG with the five saves I know them like the back of my hand.
Wait. Why do people say that? I don't ever really look at the back of my hand. Hmmm... I know them like I know my hatred of bards. That's better. Ahem. Anyway, I love the five saves. But that's just because of me, not because they are intrinsically better or required as some Platonic ideal.
I know this will shock you, but I wrote about the history of saving throws.
There has been a recent thread discussing the original (1e, OD&D) saving throws, and I thought it would be helpful to examine the ways in which saving throws (and the conception of saving throws) have changed over time. As a general concept, I would say that the original conception of saving...
www.enworld.org
So looking at the "Canonical Five"-
Paralyzation, Poison, or Death Magic
Petrification or Polymorph
Rod, Staff or Wand
Breath Weapon
Spell
Hmmm. Okay, If I had to simplify it ...
Paralyzation, Poison, Petrification or Polymorph (ALL OF YOUR P NEEDS!)
Rod, Staff, Wand, or Breath Weapon (STUFF GETTING SHOT AT YOU!)
Spell (which should include death magic)
The death magic was always the weirdest one, but it's because it used to be "Poison or death ray."