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Houserule for using the Help Action on saving throws
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<blockquote data-quote="5ekyu" data-source="post: 7381629" data-attributes="member: 6919838"><p>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.</p><p></p><p>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.</p><p></p><p>If there are spell/effects that seem too powerful, i would instead alter them, not provide any broad help action change.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7381629, member: 6919838"] 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. [/QUOTE]
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Houserule for using the Help Action on saving throws
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