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Saving throws in 5e
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<blockquote data-quote="GMforPowergamers" data-source="post: 8728210" data-attributes="member: 67338"><p>yes, and I understood that... a lot of saves are almost life or death (more so the farther back we go) and you just get better at saying "no you can't disintegrate my fighter" </p><p></p><p>it plays out in favor of casters... PC or NPC/Monster. MOnsters without spells and PCs without out spells are the ones that get the fuzzy end of teh lollipop</p><p></p><p>the problem is 'less debilitating' is still very debilitating</p><p>even a 1st level spell can be</p><p></p><p>The target must succeed on a <a href="https://roll20.net/compendium/dnd5e/Using%20Each%20Ability#h-Wisdom" target="_blank">Wisdom</a> saving throw or fall prone, becoming <a href="https://roll20.net/compendium/dnd5e/Conditions#h-Incapacitated" target="_blank">Incapacitated</a> and unable to stand up for the <a href="https://roll20.net/compendium/dnd5e/Casting%20a%20Spell#h-Duration" target="_blank">Duration</a></p><p>with the caveat At the end of each of its turns, and each time it takes damage, the target can make another <a href="https://roll20.net/compendium/dnd5e/Using%20Each%20Ability#h-Wisdom" target="_blank">Wisdom</a> saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.</p><p></p><p>now remember it is not easier or harder to save vs a 1st level spell and a 9th level one... so at level 1 a fighter with a 12 wis has a +1 against DC 12 (needs an 11+) but at level 11 has a +2 (remember I am giving them a magic item attuned to help saves) against a DC 17 and as such needs a 15+</p><p></p><p>the same wizard and him at first he has a 50/50 shot to either not be effected or end the effect and as they both get 'better' with leveling and the fighter attunes to a magic item to be better still at resisting things now that same spell he has 30% chance to not be effected or end the effect.</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8728210, member: 67338"] yes, and I understood that... a lot of saves are almost life or death (more so the farther back we go) and you just get better at saying "no you can't disintegrate my fighter" it plays out in favor of casters... PC or NPC/Monster. MOnsters without spells and PCs without out spells are the ones that get the fuzzy end of teh lollipop the problem is 'less debilitating' is still very debilitating even a 1st level spell can be The target must succeed on a [URL='https://roll20.net/compendium/dnd5e/Using%20Each%20Ability#h-Wisdom']Wisdom[/URL] saving throw or fall prone, becoming [URL='https://roll20.net/compendium/dnd5e/Conditions#h-Incapacitated']Incapacitated[/URL] and unable to stand up for the [URL='https://roll20.net/compendium/dnd5e/Casting%20a%20Spell#h-Duration']Duration[/URL] with the caveat At the end of each of its turns, and each time it takes damage, the target can make another [URL='https://roll20.net/compendium/dnd5e/Using%20Each%20Ability#h-Wisdom']Wisdom[/URL] saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. now remember it is not easier or harder to save vs a 1st level spell and a 9th level one... so at level 1 a fighter with a 12 wis has a +1 against DC 12 (needs an 11+) but at level 11 has a +2 (remember I am giving them a magic item attuned to help saves) against a DC 17 and as such needs a 15+ the same wizard and him at first he has a 50/50 shot to either not be effected or end the effect and as they both get 'better' with leveling and the fighter attunes to a magic item to be better still at resisting things now that same spell he has 30% chance to not be effected or end the effect. [/QUOTE]
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