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Saving throws in 5e
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<blockquote data-quote="Ondath" data-source="post: 8729695" data-attributes="member: 7031770"><p><scrubbed the bits relating to deleted posts></p><p></p><p>When it comes to the thread's main question, this is something I think about every now and then. I think one of bounded accuracy's failures (despite my overt love for it in many other areas) is that at some point, saves with which you're not proficient become impossible to make. You don't even need to be level 15+ (where the game isn't even properly balanced anyway) to see this problem: Even the Mind Flayer's DC 15 Intelligence save can be really unfun for someone who dumped INT (-1 modifier and no save proficiency) and has to spend the rest of the combat hoping to roll a 16 or higher just to get to play again (that's a 25% chance just to be allowed to play your character for the whole encounter!).</p><p></p><p>That said, I do like the design approach of unifying all rolls into the same template, and saves being tied to ability scores achieves that. If anything, I think the designers should've separated <strong>more</strong> saves from the classic three of Dex/Con/Wis since some of the saves should've been something else but got stuck with the big three because they used to be Ref/Fort/Will saves (Dominate Person clearly should've been a Cha save, for instance).</p><p></p><p>I don't think the problem is necessarily is due to the ability scores being divided to six saves. To me, it looks more like a scaling problem. Perhaps giving half-proficiency to all non-proficient saves would be one way to alleviate the problem? It's something I've considered but decided not to implement.</p></blockquote><p></p>
[QUOTE="Ondath, post: 8729695, member: 7031770"] <scrubbed the bits relating to deleted posts> When it comes to the thread's main question, this is something I think about every now and then. I think one of bounded accuracy's failures (despite my overt love for it in many other areas) is that at some point, saves with which you're not proficient become impossible to make. You don't even need to be level 15+ (where the game isn't even properly balanced anyway) to see this problem: Even the Mind Flayer's DC 15 Intelligence save can be really unfun for someone who dumped INT (-1 modifier and no save proficiency) and has to spend the rest of the combat hoping to roll a 16 or higher just to get to play again (that's a 25% chance just to be allowed to play your character for the whole encounter!). That said, I do like the design approach of unifying all rolls into the same template, and saves being tied to ability scores achieves that. If anything, I think the designers should've separated [B]more[/B] saves from the classic three of Dex/Con/Wis since some of the saves should've been something else but got stuck with the big three because they used to be Ref/Fort/Will saves (Dominate Person clearly should've been a Cha save, for instance). I don't think the problem is necessarily is due to the ability scores being divided to six saves. To me, it looks more like a scaling problem. Perhaps giving half-proficiency to all non-proficient saves would be one way to alleviate the problem? It's something I've considered but decided not to implement. [/QUOTE]
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