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On Saving Throws (a Monster Manual Analysis)
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<blockquote data-quote="Erechel" data-source="post: 7502303" data-attributes="member: 6784868"><p>I understand what you are saying, but it is highly campaign (and GM) dependant. But also a spellcaster could cast Dex, Con, Int, Wis or Strength saves, and in my experience (and even what is hinted on the MM anf VGTM), mages and spellcasters aren't all that prevalent. AOE spells aren't very useful against a well-armed party. They make an average damage of 27 (fireball and lighting bolt), slightly higher if casted at upper levels (34 for a 5th level spell). A fighter will scoff at such damage, even failing the ST, and heal 15-25 from level 10 onwards as a bonus action. </p><p></p><p>They often will be elite mooks, protected by many "muscle for hire", as they are very weak, and not really able to whitstand even one round against an equivalent level fighter. Been there, done that, both as a player and as a GM.</p><p></p><p>If your campaign revolves on fighting them, well, it is obvious that Dex saves will be more common. The same if you are fighting mind flayers you are going to invest in Int saves.</p><p></p><p>Obviously, your fighter mc isn't weak. It is very hard to make an actually weak character on D&D5. But it is hardly optimized. A level 14 paladin is enough to kill a Balor in one round (tested twice in campaign). Even at 11th level, a paladin and an assassin could deal with them without much fighting (2-3 rounds). Balors are pretty weak. A level 20 fighter could make 16 attacks in 2 rounds, with a minimum damage of 96, and every hit is a 1, and I'm not counting fighting styles, feats, superiority dice or critical hits. A Balor has about 150 HP. Average DMG of a dueling fighter is 184, still without critical hits, feats or SD. And you only need a silver sword to dish out.</p></blockquote><p></p>
[QUOTE="Erechel, post: 7502303, member: 6784868"] I understand what you are saying, but it is highly campaign (and GM) dependant. But also a spellcaster could cast Dex, Con, Int, Wis or Strength saves, and in my experience (and even what is hinted on the MM anf VGTM), mages and spellcasters aren't all that prevalent. AOE spells aren't very useful against a well-armed party. They make an average damage of 27 (fireball and lighting bolt), slightly higher if casted at upper levels (34 for a 5th level spell). A fighter will scoff at such damage, even failing the ST, and heal 15-25 from level 10 onwards as a bonus action. They often will be elite mooks, protected by many "muscle for hire", as they are very weak, and not really able to whitstand even one round against an equivalent level fighter. Been there, done that, both as a player and as a GM. If your campaign revolves on fighting them, well, it is obvious that Dex saves will be more common. The same if you are fighting mind flayers you are going to invest in Int saves. Obviously, your fighter mc isn't weak. It is very hard to make an actually weak character on D&D5. But it is hardly optimized. A level 14 paladin is enough to kill a Balor in one round (tested twice in campaign). Even at 11th level, a paladin and an assassin could deal with them without much fighting (2-3 rounds). Balors are pretty weak. A level 20 fighter could make 16 attacks in 2 rounds, with a minimum damage of 96, and every hit is a 1, and I'm not counting fighting styles, feats, superiority dice or critical hits. A Balor has about 150 HP. Average DMG of a dueling fighter is 184, still without critical hits, feats or SD. And you only need a silver sword to dish out. [/QUOTE]
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