D&D 5E Intelligence Saves


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Hiya!

I've been using Saves in 5e as Ability Checks when a characters experience would likely be helpful. I also typically call for Ability Checks more than "Skill Checks"; it's up to the player to speak up and say "I was born on a farm, so can I use my Animal Handling skill instead?". If it's reasonable, sure, go right ahead. When I do call for a Skill check, it's obvious that that skill is what would be used (e.g., History when the player asks if his character knows about some particular kingdom that was just mentioned).

For Int Saves...things like giving the player a hint about what direction may lead to whatever they are looking for (a way out of a cave system, a roadway, a seedy bar where they can find a fence, etc). A straight Int check would be remembering the name of some NPC they only met once a few months ago, or remembering the command word to some magic door, etc).

Basically: Stat Check = pure 'stat' capability. Skill Check = Training/Knowledge in something related to the task at hand. Save = A stat check where "life experience" would come into play.

^_^

Paul L. ming
 

5E is, unfortunately, very vague on the design rationale behind separating ability checks and saving throws. In some cases (Constitution) it goes so far as to contradict itself, suggesting checks for something (IIRC dehydration) in one section of the PHB and saves for the exact same thing in another. Thematically it makes very little difference, but mechanically it makes a ton of difference because of saving throw proficiencies, Jack of All Trades, etc.

In the absence of other guidelines, I would default to simplicity: use checks for everything that isn't caused by a malicious outside force. In short, Int saves protect you against mind flayers and Feeblemind and other spells, and that's about it. Everything else (reminding players of things they've forgotten, etc.) is based off of Int checks.
 




This thread is making me realize that I fail more Intelligence saves IRL than all the others combined. I can think of 100 examples but they never come up in D&D
 

Are you referring to non-combat uses only? There are 3 monsters in the MM that call for INT saves:

Intellect Devourer
Mind Flayer
Psychic Grey Ooze variant

The list for spells that require a INT save are also very short...

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Spells that require an Intelligence save:
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Level 2 Spells:
Phantasmal Force [Illusion] (V,S,M; Concentration) (Bard, Sorcerer, Wizard)

Level 7 Spells:
Symbol [Abjuration] (V,S,M; Expensive Components) (Bard, Cleric, Wizard)

Level 8 Spells:
Feeblemind [Enchantment] (V,S,M) (Bard, Druid, Warlock, Wizard)
(See this very useful list of lists! http://www.enworld.org/forum/showth...-Spell-Lists&p=6701752&viewfull=1#post6701752)

They are admittedly monster abilities and spells you *really* don't want to fail if you can avoid it.

The Maze spell actually requires an DC20 INT Ability Check not a INT Save to escape. (which surprised me)
 
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