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<blockquote data-quote="Steampunkette" data-source="post: 8615649" data-attributes="member: 6796468"><p>I really -really- like the idea of using a Reaction to make a saving throw. It could leave people in terrible positions when they don't have their reaction to dodge a fireball, for example. But.</p><p></p><p>With the action economy being what it is, and the fact that saving throws currently favor the victim, and saving throws being fairly common as a mechanic... It might be a bit much.</p><p></p><p>For something like specific saves, say Dexterity and Strength, it makes sense to have your reaction consume a saving throw. But intelligence, constitution? Much less sensible.</p><p></p><p>What could be neat is making it so Dexterity and Strength saves require use of your Reaction, while all other spells and effects automatically "Take Hold" until the start of your turn, which is when you make Con/Int/Wis/Cha saves (And then give normal 'end of your turn' saves per the individual spell).</p><p></p><p>Would open up a lot of tactical play for the players' side. Waste an enemy's Dex Save against a Burning Hands, then hit them with a Meteor Swarm, for example.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8615649, member: 6796468"] I really -really- like the idea of using a Reaction to make a saving throw. It could leave people in terrible positions when they don't have their reaction to dodge a fireball, for example. But. With the action economy being what it is, and the fact that saving throws currently favor the victim, and saving throws being fairly common as a mechanic... It might be a bit much. For something like specific saves, say Dexterity and Strength, it makes sense to have your reaction consume a saving throw. But intelligence, constitution? Much less sensible. What could be neat is making it so Dexterity and Strength saves require use of your Reaction, while all other spells and effects automatically "Take Hold" until the start of your turn, which is when you make Con/Int/Wis/Cha saves (And then give normal 'end of your turn' saves per the individual spell). Would open up a lot of tactical play for the players' side. Waste an enemy's Dex Save against a Burning Hands, then hit them with a Meteor Swarm, for example. [/QUOTE]
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