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Saving throws in 5e
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<blockquote data-quote="GMforPowergamers" data-source="post: 8728109" data-attributes="member: 67338"><p>So in the heat metal thread I got to looking at saves... and so I want to make this a spin off. Why do we get worse and worse at resisting effects as we level?</p><p></p><p>here is from that what I said:</p><p>in 2e (when I started) <a href="https://adnd2e.fandom.com/wiki/PHB_Ch9_The_Saving_Throw" target="_blank">PHB Ch9 The Saving Throw</a> each class got BETTER at resisting spells but in 5e most classes get worse.</p><p></p><p>lets take a caster with a 15 in there prime stat... so 8+2+2 for a save so DC 12 (not super good but not super bad)</p><p>a character has 6 saves useing the defualt array +2/+1 that gives them lets say <strong>16, 16, 13, 12, 10, and 8 </strong>again not perfect but not bad... that next lets put a 16 in a prof save stat and 1 16 in a non prof save stat... but put the 13 in the other prop save stat.. that makes our saves +5 +3 +3 +1 +0 -1</p><p></p><p>lets advance those two characters to 11th level... and say the one making the saves is a rogue or fighter so 3 stat ups... making it 20 16 14 13 10 8 with prof of +4 and I will give +1 magic to all saves... so +10, +7, +4, +2 +1 +0</p><p></p><p>over all my saves improved by 5, 4, 1,1 ,1 and 1</p><p></p><p>now that caster only gets 2 increases... but that can bring them to a 20... lets not give them any magic ups though dc 8+5+4 DC 17 (now that is a good save DC) only 1 save kept pace and the other 5 ALL FELL BEHIND...</p><p></p><p></p><p>so your example of fireball not only needs to be prof but also a stat you are keeping up with the caster to not fall behind.</p><p></p><p>even prof, with a 13 becoming a 14 and a magic +1 lags 1pt behind between 1st and 11th level.</p><p></p><p>lets look at 1st-11th level fighters in 2e they start needing to roll above</p><table style='width: 100%'><tr><td>14</td><td>16</td><td>15</td><td>17</td><td>17</td></tr></table><p>now at 11th level need</p><table style='width: 100%'><tr><td>7</td><td>9</td><td>8</td><td>8</td><td>10</td></tr></table><p></p><p>an improvment of 7 7 7 9 and 7</p><p></p><p>even if the wizard gets something (I know there were magic items but I think there were non weapon profs in the dragon mag) that applied a negative they would need it to apply a penalty of 6+ pts and I don't think that was possible,</p><p></p><p></p><p>so lets think how this can work? I don't know...</p><p></p><p></p><p>even my own ideas don't keep up</p><p></p><p>(my idea is to give both stat increase AND feats like 3e, and give everyone a +1 to all stats at level 11, and give half prof to all non prof saves/skills)</p><p></p><p>even still that only brings the saves up a small amout <strong>16, 16, 13, 12, 10, and 8 </strong>becomes 20 16 15 14 11 9 and prof of 4... non prof 2 (still giving +1 magic) </p><p>+10 +7 +6 +5 +3 +2 is still only an increase of +5 +4 +3 +4 +4 +3 against teh DC increasing by 5 and only the best stat and prof keep up</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8728109, member: 67338"] So in the heat metal thread I got to looking at saves... and so I want to make this a spin off. Why do we get worse and worse at resisting effects as we level? here is from that what I said: in 2e (when I started) [URL='https://adnd2e.fandom.com/wiki/PHB_Ch9_The_Saving_Throw']PHB Ch9 The Saving Throw[/URL] each class got BETTER at resisting spells but in 5e most classes get worse. lets take a caster with a 15 in there prime stat... so 8+2+2 for a save so DC 12 (not super good but not super bad) a character has 6 saves useing the defualt array +2/+1 that gives them lets say [B]16, 16, 13, 12, 10, and 8 [/B]again not perfect but not bad... that next lets put a 16 in a prof save stat and 1 16 in a non prof save stat... but put the 13 in the other prop save stat.. that makes our saves +5 +3 +3 +1 +0 -1 lets advance those two characters to 11th level... and say the one making the saves is a rogue or fighter so 3 stat ups... making it 20 16 14 13 10 8 with prof of +4 and I will give +1 magic to all saves... so +10, +7, +4, +2 +1 +0 over all my saves improved by 5, 4, 1,1 ,1 and 1 now that caster only gets 2 increases... but that can bring them to a 20... lets not give them any magic ups though dc 8+5+4 DC 17 (now that is a good save DC) only 1 save kept pace and the other 5 ALL FELL BEHIND... so your example of fireball not only needs to be prof but also a stat you are keeping up with the caster to not fall behind. even prof, with a 13 becoming a 14 and a magic +1 lags 1pt behind between 1st and 11th level. lets look at 1st-11th level fighters in 2e they start needing to roll above [TABLE] [TR] [TD]14[/TD] [TD]16[/TD] [TD]15[/TD] [TD]17[/TD] [TD]17[/TD] [/TR] [/TABLE] now at 11th level need [TABLE] [TR] [TD]7[/TD] [TD]9[/TD] [TD]8[/TD] [TD]8[/TD] [TD]10[/TD] [/TR] [/TABLE] an improvment of 7 7 7 9 and 7 even if the wizard gets something (I know there were magic items but I think there were non weapon profs in the dragon mag) that applied a negative they would need it to apply a penalty of 6+ pts and I don't think that was possible, so lets think how this can work? I don't know... even my own ideas don't keep up (my idea is to give both stat increase AND feats like 3e, and give everyone a +1 to all stats at level 11, and give half prof to all non prof saves/skills) even still that only brings the saves up a small amout [B]16, 16, 13, 12, 10, and 8 [/B]becomes 20 16 15 14 11 9 and prof of 4... non prof 2 (still giving +1 magic) +10 +7 +6 +5 +3 +2 is still only an increase of +5 +4 +3 +4 +4 +3 against teh DC increasing by 5 and only the best stat and prof keep up [/QUOTE]
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