Leatherhead
Possibly a Idiot.
What would the math look like if the divide was Str/Cha Con/Wis Int/Dex?
First, there's the math thing. Save DCs scale with your primary stat and always get proficiency - always two high numbers - but actual saves only scale with one stat (not necessarily your primary) and only get proficiency a third of the time.1) you add the bonuses, not take the best. Why?
As in, what benefit do you see in allowing characters to become ouright immune to even the hardest save? (If you previously had +11 in Wis saves and +11 in Cha saves, your Will save would now be +22)
For the way that the game is currently designed, there are three major saves (Dex, Con, Wis) and three minor saves (Str, Int, Cha). Every class gets one of each. Effects that call for a major save are much, much more common than effects that call for a minor save.2) you put a greater weight on Con, Dex and Wis over Str, Int and Cha (since the former three govern proficiency but the latter three don't). Why do you consider something like Int proficiency worthless?
I imagine it would be a pretty simple to just have Constitution, Wisdom, and Dexterity saving throws again, dropping Str, Int, and Cha. Have every class proficient in one saving throw, either based on the one that still exists or their choice if they have two of the remaining three.(I did a forum search but couldn't find any really relevant discussion, so I'm turning to y'all)
Have anyone created a variant where you revert back to how saves were organized in the previous two editions? Anyone playtested such a variant, preferably for parties of level 11 or above?
There's only, what, twenty monsters with DCs of 20 or higher? Including all 10 ancient dragons. This seems like an issue that will come up two, maybe three times in a campaign. And then only if the campaign actually reaches above level 15. And most are of a CR above level 20, and thus not expected foes. They're bosses, which are that little extra deadlier, and facing them requires planning and buffs.But when the DC creeps above 20, it stops being funny.
Asking someone to stay on topic is not censorship, it is moderatingPutting aside the unscientific self-selection bias of attempted censorship going on here,
That is a simple solution, thank you for sharing,...why not just give half-proficiency to everyone for all saving throws and be done with it? That addresses all the issues you seem to have with the current system while working within it, not unbalancing it terribly, and not requiring anything else to be changed or reworked for balance.
Sorry - you and I have very different expectations on the system in that case.This seems like an issue that will come up two, maybe three times in a campaign. And then only if the campaign actually reaches above level 15. And most are of a CR above level 20, and thus not expected foes. They're bosses, which are that little extra deadlier, and facing them requires planning and buffs.
I tried that system and it's horribly unbalanced. Fort spells will never succeed, reflex spells will succeed nearly twice as much - especially as levels go up and will is in the middle.Did you look at possible the old 4e method, but with averages?
Fort = average of STR and CON
Reflex = average of DEX and INT
Will = average of WIS and CHA
Initially I was opposed to the idea of Str + Dex = Reflex, but the two are used for quite a few things in D&D so it makes sense - escape grapple, break out of restrain, etc (I had a list at one point). I tried many different combinations and in the end this one was the best mathematically and pretty darn good thematically (arguable based on opinions).That being said I kind of like Reflex as STR + DEX, thought there was something compelling to the idea by being smart enough you could sorta predict how things were going down and could thus react (Reflex) better.
I heavily considered that system, and I really liked that armor became DR, but we decided against it. It could simplify some things.I think I might use your system for attacks (use Reflex for mundane and Will for magic attacks and DCs, not sure about Fortitude attacks) too and even many ability checks. I would keep the 6 abilities (save and checks), but they would generally be secondary and used only in special situations.
Anything combined with Con will be far more likely to succeed than the rest because it's already quite high on most monsters.What would the math look like if the divide was Str/Cha Con/Wis Int/Dex?
I do exactly that - I have a list for them in the homebrew. It's basically the same except for Bard who could potentially choose Reflex or Will.If using the old Fort, Ref, Will saves; I would probably only give a single proficient save for each class.
Definitely. Current Intelligence saves are definitely Will saves no matter how you combine the ability scores.I also think that an current Intelligence saves should be will saves, seems odd to use reflex to save against an illusion or feeblemind spell.
I considered this option - it was my original fix, but it doesn't solve the issues at all. As the game advances in levels Constitution save spells are still significantly less likely to succeed and Intelligence spells succeed 70% of the time on average. It's rather ridiculously unbalanced. Giving half prof to all doesn't solve this unbalance.why not just give half-proficiency to everyone for all saving throws and be done with it? That addresses all the issues you seem to have with the current system while working within it, not unbalancing it terribly, and not requiring anything else to be changed or reworked for balance.
Those combinations would result in Reflex being by far the best spells to use.I would go for;
Fort save(str,con)
Ref save(dex)
Will save(int,wis,cha)