The Crimson Binome
Hero
I wouldn't classify a complete inability to even attempt a saving throw as "struggling"; it's a breakdown of the basic math. If a weak character had a 10% chance to resist an effect, then I would classify that as struggling, compared to someone else who had a 30% or 60% chance. Characters should have weaknesses, but if their chance ever becomes zero, then that's an issue.Its an interesting point. I think the point is valid that there are certain monsters that some party members will struggle to save against. But that said, the effects are not so strong that a high level party cannot recover....often recover immediately.
There's no disagreement that the paladin aura can often come close to trivializing saving throws in the other direction, because it does stack with both high stats and proficiency. I'm just not sure how to fix it, without otherwise addressing the underlying math problems.All of this though is separate from the paladin argument. I do think the paladin bonus is one of the strongest bonuses in the game, and does feel a bit out of place with other bonuses the game of bounded accuracy provides.
I mean, ideally, everyone would be proficient in every saving throw - that would reduce the disparity between good saves and bad saves to merely the difference in your stat modifiers, while keeping both within the success/fail range of at-level save DCs - and then the paladin aura could work like Bless or something.