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Return to the 3 saves for 1D&D?
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<blockquote data-quote="ECMO3" data-source="post: 8812715" data-attributes="member: 7030563"><p>You are preventing 10-14 damage a lot more than 1 in 20<u><strong> hits</strong></u>. It is a 1 point boost in AC which will cut the amount of damage you take by a lot more than 5%. </p><p></p><p>A 5th level wizard with mage armor a 16 dexterity and shield spell is hit 6 times in 20 against an enemy with a +6 attack bonus, the same wizard with a 15 dexterity is hit 7 times in 20, so that one point dexterity eliminates 17% of hits. In terms of the number of times you can be attacked until you "run out of hit points" it is 17% more.</p><p></p><p>Further this is a very, very simple case. Put that same Wizard under Protection from good and Evil or blur which give the adversary disadvantage and now that 1 point in dexterity reduces the number of times he is hit by 27%.</p><p></p><p>Make it a bladesinger in bladesong instead of just a basic wizard and now the point in dex drives the number needed to hit from 18 to 19 and reduces the damage taken from those firebolts by 33%. Add blur on top of bladesong and that 1 point of dexterity is cutting the amount of damage she takes by over 50%.</p><p></p><p>That is compared to that static 5 point boost in hit points which amounts to a maximum of 25% more hit points at 5th level.</p><p></p><p></p><p></p><p></p><p>Absorb elements and counterspell is how a wizard usually survives a fireball.</p><p></p><p></p><p></p><p></p><p>There are a ton of ways to get hit points. You can buy them in the basic equipment section of the players handbook at ~7gp per hit point (potions of healing) and numerous spells can give you temp hit points.</p><p></p><p>Moreover on concentration saves it is highly dependant on your AC, because a point in dexterity will be an "auto save" on 5% of attacks directed against you and will result in approximately 15% fewer total saves you need to make. </p><p></p><p>A character with a +2 con fails 7 in 20 DC 10 concentration saves. Someone with a +1 con fails 8 in 20, but if he has a higher dexterity he gets hit less..</p><p></p><p> So your 18 AC character with a +2 con takes 20 attacks from a bad guy with a +6 attack bonus. He gets hit 9 times on average, with your 14 con you are going to fail con saves 3.15 times on average from being attacked 20 times with a _6 (assuming DC10). A character with 19 AC and a +1 con save (better dex wors con) gets hit 8 times and will fail the exact same number of concentration saves (3.15 times) on average.</p><p></p><p>If you move the AC in the example, with ACs lower than 18/19 the guy with the higher dexterity will fail concentration more and with ACs higher than 18/19 the guy with the higher constitution will fail concentration more.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8812715, member: 7030563"] You are preventing 10-14 damage a lot more than 1 in 20[U][B] hits[/B][/U]. It is a 1 point boost in AC which will cut the amount of damage you take by a lot more than 5%. A 5th level wizard with mage armor a 16 dexterity and shield spell is hit 6 times in 20 against an enemy with a +6 attack bonus, the same wizard with a 15 dexterity is hit 7 times in 20, so that one point dexterity eliminates 17% of hits. In terms of the number of times you can be attacked until you "run out of hit points" it is 17% more. Further this is a very, very simple case. Put that same Wizard under Protection from good and Evil or blur which give the adversary disadvantage and now that 1 point in dexterity reduces the number of times he is hit by 27%. Make it a bladesinger in bladesong instead of just a basic wizard and now the point in dex drives the number needed to hit from 18 to 19 and reduces the damage taken from those firebolts by 33%. Add blur on top of bladesong and that 1 point of dexterity is cutting the amount of damage she takes by over 50%. That is compared to that static 5 point boost in hit points which amounts to a maximum of 25% more hit points at 5th level. Absorb elements and counterspell is how a wizard usually survives a fireball. There are a ton of ways to get hit points. You can buy them in the basic equipment section of the players handbook at ~7gp per hit point (potions of healing) and numerous spells can give you temp hit points. Moreover on concentration saves it is highly dependant on your AC, because a point in dexterity will be an "auto save" on 5% of attacks directed against you and will result in approximately 15% fewer total saves you need to make. A character with a +2 con fails 7 in 20 DC 10 concentration saves. Someone with a +1 con fails 8 in 20, but if he has a higher dexterity he gets hit less.. So your 18 AC character with a +2 con takes 20 attacks from a bad guy with a +6 attack bonus. He gets hit 9 times on average, with your 14 con you are going to fail con saves 3.15 times on average from being attacked 20 times with a _6 (assuming DC10). A character with 19 AC and a +1 con save (better dex wors con) gets hit 8 times and will fail the exact same number of concentration saves (3.15 times) on average. If you move the AC in the example, with ACs lower than 18/19 the guy with the higher dexterity will fail concentration more and with ACs higher than 18/19 the guy with the higher constitution will fail concentration more. [/QUOTE]
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