EzekielRaiden
Follower of the Way
Barbarian (STR / CON) - Dex. Barbarians are associated with speed and the ability to avoid traps and the like.
Bard (DEX / CHA) - Wis. One of those "resistant to your own wares" sort of things.
Cleric (WIS / CHA) - Con. Clerics are trained in war, even Light Clerics. That includes endurance training.
Druid (INT / WIS) - Dex. Think of it as physical intuition due to their familiarity with many different body-shapes.
Fighter (STR / CON) - Wis. Fighters need acute, accurate awareness of the battlefield around them.
Monk (STR / DEX) - Wis. It's honestly weird to me that they got Dex instead of Wis here.
Paladin (WIS / CHA) - Con. Even moreso than Clerics, they're trained for war.
Ranger (STR / DEX) - Wis. They're trackers, hunters, they have to be able to distinguish camouflage from real stuff. That's Wis.
Rogue (DEX / INT) - Con. IMO, thematically many rogues lack wisdom, but often inexplicably survive pulverization, which screams "Con."
Sorcerer (CON / CHA) - Dex. A physical intuition like the Druid, but coming from rigorous self-examination.
Warlock (WIS / CHA) - Con. Being a successful Warlock usually means surviving dives into deep
Wizard (INT / WIS) - Dex. Being a Wizard means lots of careful equation-writing and diagram-drawing. That's part of Dex.
These are intentionally all "good" saves. And I got lucky--it didn't take more than a cursory effort to ensure that each new save showed up exactly equally with the others.
If we reduce this to "good" saves, we get
Con/Dex: 3 (Barb, Rogue, Sorc)
Con/Wis: 4 (Cleric, Fighter, Paladin, Warlock)
Dex/Wis: 5 (Bard, Druid, Monk, Ranger, Wizard)
If you wanted to balance it out so that you instead have four of each pair of "good" saves, give Ranger Con saves instead of Wis. I originally had "Wis or Con" for Rangers (as in, "you as designer should pick one of those, which all Rangers will get," not letting the player choose one), so I'm perfectly comfortable with that. Having each of the three "two good saves" combinations equally-represented would be a solid game design choice--it means that it's very unlikely that any given party will be totally weak to a single "important" save, so long as everyone plays a different class.
Bard (DEX / CHA) - Wis. One of those "resistant to your own wares" sort of things.
Cleric (WIS / CHA) - Con. Clerics are trained in war, even Light Clerics. That includes endurance training.
Druid (INT / WIS) - Dex. Think of it as physical intuition due to their familiarity with many different body-shapes.
Fighter (STR / CON) - Wis. Fighters need acute, accurate awareness of the battlefield around them.
Monk (STR / DEX) - Wis. It's honestly weird to me that they got Dex instead of Wis here.
Paladin (WIS / CHA) - Con. Even moreso than Clerics, they're trained for war.
Ranger (STR / DEX) - Wis. They're trackers, hunters, they have to be able to distinguish camouflage from real stuff. That's Wis.
Rogue (DEX / INT) - Con. IMO, thematically many rogues lack wisdom, but often inexplicably survive pulverization, which screams "Con."
Sorcerer (CON / CHA) - Dex. A physical intuition like the Druid, but coming from rigorous self-examination.
Warlock (WIS / CHA) - Con. Being a successful Warlock usually means surviving dives into deep
Wizard (INT / WIS) - Dex. Being a Wizard means lots of careful equation-writing and diagram-drawing. That's part of Dex.
These are intentionally all "good" saves. And I got lucky--it didn't take more than a cursory effort to ensure that each new save showed up exactly equally with the others.
If we reduce this to "good" saves, we get
Con/Dex: 3 (Barb, Rogue, Sorc)
Con/Wis: 4 (Cleric, Fighter, Paladin, Warlock)
Dex/Wis: 5 (Bard, Druid, Monk, Ranger, Wizard)
If you wanted to balance it out so that you instead have four of each pair of "good" saves, give Ranger Con saves instead of Wis. I originally had "Wis or Con" for Rangers (as in, "you as designer should pick one of those, which all Rangers will get," not letting the player choose one), so I'm perfectly comfortable with that. Having each of the three "two good saves" combinations equally-represented would be a solid game design choice--it means that it's very unlikely that any given party will be totally weak to a single "important" save, so long as everyone plays a different class.