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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Monster Saving Throw Change.
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<blockquote data-quote="Sphyre" data-source="post: 4470838" data-attributes="member: 55424"><p>I actually like the saving throw bonus along with all the solo/elite design. 3rd edition had a problem with making bad guys that actually lived long enough to be bad guys, but also that weren't so 'badass' that they could TPK by sneezing.</p><p></p><p>I haven't used that many solo or elites, but when I do, I make sure the party feels like it's a real threat, and part of that is that they can't lock the enemy down for very long.</p><p></p><p>Now, I'm not just saying this because I want to rain on your parade, because I don't but I've noticed that I actually like the saving throw bonuses when I use an elite or solo. I haven't found there to be a need to reduce the save bonus when you use elites/solos sparingly.</p><p></p><p>So in a kind of roundabout way, I haven't tried it because I haven't seen a need. The biggest thing I can see with the change though, is that elites and solos will be less scary, as they will be able to be locked down easier. Unless you feel like you're already walking over the PCs with them, it may not be necessary.</p><p></p><p>Of course, nothing's stopping you from not even telling your players, trying out your houserule and seeing how it affects things. For the most part, if someone has a save effect though, usually they should expect to get one turn out of the effect, and milk it if it doesn't save rather than crying over spilled milk because something made a save. Saves are easy to make even without bonuses. (55% chance)</p></blockquote><p></p>
[QUOTE="Sphyre, post: 4470838, member: 55424"] I actually like the saving throw bonus along with all the solo/elite design. 3rd edition had a problem with making bad guys that actually lived long enough to be bad guys, but also that weren't so 'badass' that they could TPK by sneezing. I haven't used that many solo or elites, but when I do, I make sure the party feels like it's a real threat, and part of that is that they can't lock the enemy down for very long. Now, I'm not just saying this because I want to rain on your parade, because I don't but I've noticed that I actually like the saving throw bonuses when I use an elite or solo. I haven't found there to be a need to reduce the save bonus when you use elites/solos sparingly. So in a kind of roundabout way, I haven't tried it because I haven't seen a need. The biggest thing I can see with the change though, is that elites and solos will be less scary, as they will be able to be locked down easier. Unless you feel like you're already walking over the PCs with them, it may not be necessary. Of course, nothing's stopping you from not even telling your players, trying out your houserule and seeing how it affects things. For the most part, if someone has a save effect though, usually they should expect to get one turn out of the effect, and milk it if it doesn't save rather than crying over spilled milk because something made a save. Saves are easy to make even without bonuses. (55% chance) [/QUOTE]
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Monster Saving Throw Change.
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