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Saving Throws or Defenses?
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<blockquote data-quote="justanobody" data-source="post: 4523904" data-attributes="member: 70778"><p>Sorry, but to be quite frank, I must say up front you can't really have what you want in you PS, as the first bit above is not entirely true.</p><p></p><p>There were mostly saves prior to 4th so it is really, pre-4th edition saves vs 4th edition defenses. Which does not limit to just 3rd and 4th editions.</p><p></p><p>If you mean to only discuss the manner of Will, Fortitude and Reflex, then they are more closely related to just 3rd and 4th, but still have throwbacks to pre-3rd play.</p><p></p><p>To answer the assumed question at hand:</p><p></p><p>I feel the defenses, just make for weird versions of AC. You might as well be rolling directly against the Dexterity of your opponent for Reflex, or constitution for fortitude, etc.</p><p></p><p>It isn't exactly the difference of save vs defense for me, but what they represent in terms of those defenses. Aside from that it does feel a bit weird without any random factor involve to suggest times of better "defense" against an attack on one's will say when their spirit has been slightly broken, because it will remain constant and the only one able to make a difference is the attacker.</p><p></p><p>It becomes luck vs static numbers from the attacker, with nothing really the defender can do, or on his behalf to "defend" against the attack such as a saving roll would offer.</p><p></p><p>Defenses make it easier to hit any of them, while a save required luck for the attacker and defender both to fail and/or succeed. Which does offer for a more chaotic nature to the universe which the dice are meant to represent with a chance.</p><p></p><p>Defenses give little chance for the attackee to defend against the initial effects and just have to hope it is not long term and a "save" later can retroactively do something about it.</p></blockquote><p></p>
[QUOTE="justanobody, post: 4523904, member: 70778"] Sorry, but to be quite frank, I must say up front you can't really have what you want in you PS, as the first bit above is not entirely true. There were mostly saves prior to 4th so it is really, pre-4th edition saves vs 4th edition defenses. Which does not limit to just 3rd and 4th editions. If you mean to only discuss the manner of Will, Fortitude and Reflex, then they are more closely related to just 3rd and 4th, but still have throwbacks to pre-3rd play. To answer the assumed question at hand: I feel the defenses, just make for weird versions of AC. You might as well be rolling directly against the Dexterity of your opponent for Reflex, or constitution for fortitude, etc. It isn't exactly the difference of save vs defense for me, but what they represent in terms of those defenses. Aside from that it does feel a bit weird without any random factor involve to suggest times of better "defense" against an attack on one's will say when their spirit has been slightly broken, because it will remain constant and the only one able to make a difference is the attacker. It becomes luck vs static numbers from the attacker, with nothing really the defender can do, or on his behalf to "defend" against the attack such as a saving roll would offer. Defenses make it easier to hit any of them, while a save required luck for the attacker and defender both to fail and/or succeed. Which does offer for a more chaotic nature to the universe which the dice are meant to represent with a chance. Defenses give little chance for the attackee to defend against the initial effects and just have to hope it is not long term and a "save" later can retroactively do something about it. [/QUOTE]
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