DND_Reborn
The High Aldwin
Note: Please respect I've labeled this a (+) thread. Personally, I have no problem if you do not like this concept and wish to voice your opinion why you don't like it--but beyond that I ask that you honor the intent of the "+" and either offer constructive criticism or bow out of the discussion. Thank you very much.
In thinking about D&D being more simulation than it is, one thing that has bothered me in the narrative often is saving throws. As I see it, saves are made in response to something happening to your PC (or a creature the DM controls, etc.). As such, I wondered if the use of Reactions when making saving throws would make more sense (in a "simulationist" sense, that is).
For example, a creature uses a feature that allows them to try to knock your PC prone so you need to make a Strength saving throw to avoid the affect. You are trying to keep your balance, move with the force of the shove, etc. to stay on your feet-- you might even be grabbing the creature, using them to keep you standing.
To my mind, that sort of response is a "reaction" and making the save use your reaction for the round makes sense-- it is a expenditure of energy in response to a trigger (in the case above, being shoved).
Now, this might also allow certain riders and changes to other features which would make sense IMO. Take evasion for example. How does this mitigate damage, from say, a fireball or breath weapon to 0 when you are still in the area of effect? I mean, are you "evading" or dancing around the flames as they come at you?
For me, it would make more sense (especially in the narrative) if you could use your reaction when you make such a DEX save with evasion to allow you to move out of the area of effect, up to your speed. If you make the save and can move out of the AoE, it would make sense why you can take no damage. If you can move out of the AoE and fail the save, it makes sense why you would only take half damage.
Perhaps you are making a CON save to avoid poison, so you spend your reaction in the process, and the narrative is (depending on the scene of course!) grapping the poisoned area and applying enough pressure to stop the spread of the poison, or sucking it out of the wound and spitting it out?
Making a CHA save might spend your reaction laughing off the effect as your inherent confidence and bravado sustain you against the effect?
Now, I know a lot of features require or are better when you can use your reaction to do something else, but if that action economy is used up -- what is left to make your save with? Imagine the fireball scenario. Earlier in the round an enemy fled, provoking an OA which you used your reaction to make the attack. You're focused on your foe fleeing, so failed to brace/tense yourself when suddenly the fireball erupts all around you.
I don't know. I sort of like the concept, but I am not sure of the proper execution or if too much of the game would otherwise suffer if making a saving throw cost you your reaction...
In thinking about D&D being more simulation than it is, one thing that has bothered me in the narrative often is saving throws. As I see it, saves are made in response to something happening to your PC (or a creature the DM controls, etc.). As such, I wondered if the use of Reactions when making saving throws would make more sense (in a "simulationist" sense, that is).
For example, a creature uses a feature that allows them to try to knock your PC prone so you need to make a Strength saving throw to avoid the affect. You are trying to keep your balance, move with the force of the shove, etc. to stay on your feet-- you might even be grabbing the creature, using them to keep you standing.
To my mind, that sort of response is a "reaction" and making the save use your reaction for the round makes sense-- it is a expenditure of energy in response to a trigger (in the case above, being shoved).
Now, this might also allow certain riders and changes to other features which would make sense IMO. Take evasion for example. How does this mitigate damage, from say, a fireball or breath weapon to 0 when you are still in the area of effect? I mean, are you "evading" or dancing around the flames as they come at you?
For me, it would make more sense (especially in the narrative) if you could use your reaction when you make such a DEX save with evasion to allow you to move out of the area of effect, up to your speed. If you make the save and can move out of the AoE, it would make sense why you can take no damage. If you can move out of the AoE and fail the save, it makes sense why you would only take half damage.
Perhaps you are making a CON save to avoid poison, so you spend your reaction in the process, and the narrative is (depending on the scene of course!) grapping the poisoned area and applying enough pressure to stop the spread of the poison, or sucking it out of the wound and spitting it out?
Making a CHA save might spend your reaction laughing off the effect as your inherent confidence and bravado sustain you against the effect?
Now, I know a lot of features require or are better when you can use your reaction to do something else, but if that action economy is used up -- what is left to make your save with? Imagine the fireball scenario. Earlier in the round an enemy fled, provoking an OA which you used your reaction to make the attack. You're focused on your foe fleeing, so failed to brace/tense yourself when suddenly the fireball erupts all around you.
I don't know. I sort of like the concept, but I am not sure of the proper execution or if too much of the game would otherwise suffer if making a saving throw cost you your reaction...