R&C Human Resiliency = Better Saving Throws?

There was a short paragraph in Races and Classes about humans that puzzled me when I read it:

Races and Classes said:
Humans are our most resilient race. Though they don't have more hit points or higher defenses, they recover from damage and conditions more quickly than other races can.

At the time I didn't think this sounded terribly impressive. What were they going to do, double the per day hit point recovery?

Now that we've seen the 4e saving throw mechanic, it seems to me that this resiliency is going to be implemented though saves - humans will have some sort of advantage on saving throws, with either bonuses or reroll powers. Even a +1 bonus to saves will significantly change the odds of recovering from the dying condition. It gives a nice choice between races with better defences and a race with a better chance of coming back into action.
 

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Yeah, I'd expect a +1 or +2 to saving throws (vs. poison and other status effects if not to die slower). I'm pretty sure they also mentioned Extra Second Wind as a racial ability, which sounds like it might fit the bill (though it'd work for dwarves too).
 

Last thing I read from someone at WotC was that humans, unlike members of other races, would be able to catch a second wind as a minor action.


cheers
 

Scholar & Brutalman said:
Now that we've seen the 4e saving throw mechanic, it seems to me that this resiliency is going to be implemented though saves - humans will have some sort of advantage on saving throws, with either bonuses or reroll powers. Even a +1 bonus to saves will significantly change the odds of recovering from the dying condition.
I could see this. A +1 or +2 to all Defenses, while Dwarves get +4 vs. Poison and Elves/Eladrin get +4 to recover from Charms/Sleep.

Or something like that.
 

I think he means a +1 or +2 to the 'saving throw' which is (assuming the miniatures rules crossover) when you're suffering an ongoing effect you make a save in your turn, 11+ and you recover. Say, poison or paralysis for instance. A bonus to this could be incredible useful (especially if the mechanic follows through to the death/dying rules we've seen!).
 


It really looks like 10+ or 11+ to save, with very small bonuses (perhaps) is the way they'll do it. Very cool!

Cheers!
 

Chris_Nightwing said:
I think he means a +1 or +2 to the 'saving throw' which is (assuming the miniatures rules crossover) when you're suffering an ongoing effect you make a save in your turn, 11+ and you recover. Say, poison or paralysis for instance. A bonus to this could be incredible useful (especially if the mechanic follows through to the death/dying rules we've seen!).
That's what I meant too. I'm still trying to get my terminology straight.
 


Chris_Nightwing said:
I think he means a +1 or +2 to the 'saving throw' which is (assuming the miniatures rules crossover) when you're suffering an ongoing effect you make a save in your turn, 11+ and you recover. Say, poison or paralysis for instance. A bonus to this could be incredible useful (especially if the mechanic follows through to the death/dying rules we've seen!).

The rule is actually 10+.

I believe per the minis handbook: 1-9 and you fail to shake off the ongoing effect. 10-19 and you shake off one effect. Natural 20 and you shake off all effects at once.
 

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