The old 5 saves were confusing when you needed a save for something that isn't explicitly covered in the categories. Yes, if it's a listed effect it's quite clear what you use, and certain saves take priority when there is overlap, but it's not always the case. I had that problem all the time when I set up traps; if it's not one of the listed effects, what save do I use? I got this pit trap here (and this came up often because I like pits a lot), what save is appropriate? It's not poison, it's not being shot out of a wand or breathed at the PC, it's not a spell, and it's not transforming them. I'd end up picking whatever I thought the PCs were more likely to fail TBH. With F/R/W it's a lot easier for the DM, saving against a pit is really a matter of dodging or avoiding something, so it's obviously Reflex.
The only thing I don't understand is why they invented the danged "ranged touch attack" when Reflexes (no effect) accomplishes the same thing more easily with better balance.
Because if you take that away, you can't score critical hits with ray (or other weaponlike) spells and you don't get to add sneak attack dice to them.
Patryn of Elvenshae said:Because if you take that away, you can't score critical hits with ray (or other weaponlike) spells and you don't get to add sneak attack dice to them.
Are these really pluses?
Because if you take that away, you can't score critical hits with ray (or other weaponlike) spells and you don't get to add sneak attack dice to them.
So... it nerfs ray-based Arcane Tricksters.
On the plus side, many fewer characters will make the "tactical choice" of using rays against high-level foes such as dragons. "Hm, I need a 2 to hit, and I could crit, or I could go up against the Reflex bonus of a 38 HD monster. Let me think about this."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.