Victim
First Post
The success rate of saves can't be independent of the power of non save based effects (both spells, and stuff like physical damage). Generally high saves just places more emphasis on physical attacks (supported by buffs and battlefield control since direct attacks are usually ineffective) and no save attack/debuffs (Ray of Enfeeblement, Enervation, etc). Of course, that just makes everyone frustrated: casters can't use lots of cool saves since they have saves, and everyone's high saves are being circumvented. Considering that fighter types are capable of some pretty nasty offense, saves might be too high especially with buffs - Mass Conviction makes a huge dent in save based effects.
It might be best to think about the general weighting of offense versus defense and various consequences thereof first, and then worry about specific implementations such as saves.
It might be best to think about the general weighting of offense versus defense and various consequences thereof first, and then worry about specific implementations such as saves.