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*Dungeons & Dragons
Ghouls still not quite right in MM
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<blockquote data-quote="UngeheuerLich" data-source="post: 6437309" data-attributes="member: 59057"><p>I can´t stress enough, what is said here: Saving throws in this edition are a mix of 3rd and 4th edition saving throws:</p><p>They not only decide if you are hit by an effect (as in 3rd edition), but are the main factor how long you are effected (like in 4e)</p><p>In 3rd edition you usually had a duration set by our caster level. This kind of tracking has gone the way of the dodo for mostly (usually there is an upper limit of 10 rounds or so).</p><p></p><p>Also, damage spells don´t scale with caster level, so the wizards chance of inflicitng full damage will increase instead of decreasing (as in 2nd edition and to a lesser degree in 3e theoretically) but the maximum damage stays the same if he does not use a higher slot.</p><p></p><p>So please, don´t mess around with the saving throws until you got used to their new meaning in 5e.</p><p></p><p>There are a few cases, where I believe, saving throws were not used well by the designers: long time single save or suck spells (there are very few of them). I consider adding the proficiency bonus one extra time to such spells, or add a bonus to saves depending on the current number of HP of the target. But I want to see if they are really a problem. I would also add at least a single saving throw to wall of force and forcecage.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 6437309, member: 59057"] I can´t stress enough, what is said here: Saving throws in this edition are a mix of 3rd and 4th edition saving throws: They not only decide if you are hit by an effect (as in 3rd edition), but are the main factor how long you are effected (like in 4e) In 3rd edition you usually had a duration set by our caster level. This kind of tracking has gone the way of the dodo for mostly (usually there is an upper limit of 10 rounds or so). Also, damage spells don´t scale with caster level, so the wizards chance of inflicitng full damage will increase instead of decreasing (as in 2nd edition and to a lesser degree in 3e theoretically) but the maximum damage stays the same if he does not use a higher slot. So please, don´t mess around with the saving throws until you got used to their new meaning in 5e. There are a few cases, where I believe, saving throws were not used well by the designers: long time single save or suck spells (there are very few of them). I consider adding the proficiency bonus one extra time to such spells, or add a bonus to saves depending on the current number of HP of the target. But I want to see if they are really a problem. I would also add at least a single saving throw to wall of force and forcecage. [/QUOTE]
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Ghouls still not quite right in MM
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