Houserule for using the Help Action on saving throws

If the PCs are particularly concerned about a saving throw in my games, then they will tend to work for Inspiration for themselves or someone else will give up their Inspiration for the player about to roll the save. So I think this is an issue that's mostly resolved by the rules as they currently exist.

True, in my example, Alice using her turn to comfort her frightened friend could reasonably be taken for inspiration, so it works out the same.
 

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A class ability or feat that let you use a reaction to give another Character Advantage on a Saving Throw is a pretty neat idea to me. It would seem well suited to a Mastermind or Bard.
 


Making a dex save to grab a ledge you failed to jump to and someone is nearby ready to help catch you? Sure.
Making a con save against some poison from a dart trap and the cleric is offering encouragement? Probably not.
Having the Medicine skill might be viable for helping with poison. Whether it's the characters has medicine that might help, or "sucking the poison out of the wound" which in one of the previous campaigns I was in involved a lot of jokes and innuendo about my Bard character.
 


Ok so if you look thru spells and effects you can see patterns where certain spells allow saves each round, others allow intervention to counter or assist and others are more powerful.

I would be very leery of allowing bonus saves or advantage on saves to spells where they are higher level versions and a main difference is the change in saves. That higher slot needs to mean something.

If there are spell/effects that seem too powerful, i would instead alter them, not provide any broad help action change.

That said, i find the general strength of one-fail-whammy type effects seems to play out better as a three-way style save mechanic.
 

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