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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Saving Throws: What Should Become of Them?
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<blockquote data-quote="Dragonblade" data-source="post: 5774750" data-attributes="member: 2804"><p>4e addressed the medusa issue. If she hits you I think you start out paralyzed as you slowly turn to stone. If you fail two saves you turn to stone, otherwise you manage to shake it off.</p><p></p><p>For everything else, I think players should be able shake off most other effects. There are a few things that can take you out of a combat in 4e, like turning to stone, but they are exceedingly rare as I think they should be. Long term effects should be more in the purview of DM fiat for story reasons.</p><p></p><p>I think 4e design of saves (success on a 10+) was predicated on the notion that mathematically most people will save within two rounds, and often only miss one round. And that two rounds is most you should have to sit out of the action. I think that is a good reasonable number.</p><p></p><p>It is a paradigm shift for those used to failing a save and just being dead, stone, paralyzed, dominated, or whatever. And if that is the reality of the game world to you, then yes the 4e way feels gamist.</p><p></p><p>But I think this is one area where we have to recognize that D&D is a game and what good is simulating some kind of fantasy reality that you don't have fun playing in?</p><p></p><p>And yes, someone will post that simulation makes the game fun for them. I get that. But I've been playing this game for over two decades and I think most people want to actually play, not fail a save and do nothing. And besides, I think the 4e approach is equally valid from a simulationist standpoint if you imagine that those mechanics simulate a world where heroes can shake off debilitating effects as opposed to being more prone to succumb to them.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5774750, member: 2804"] 4e addressed the medusa issue. If she hits you I think you start out paralyzed as you slowly turn to stone. If you fail two saves you turn to stone, otherwise you manage to shake it off. For everything else, I think players should be able shake off most other effects. There are a few things that can take you out of a combat in 4e, like turning to stone, but they are exceedingly rare as I think they should be. Long term effects should be more in the purview of DM fiat for story reasons. I think 4e design of saves (success on a 10+) was predicated on the notion that mathematically most people will save within two rounds, and often only miss one round. And that two rounds is most you should have to sit out of the action. I think that is a good reasonable number. It is a paradigm shift for those used to failing a save and just being dead, stone, paralyzed, dominated, or whatever. And if that is the reality of the game world to you, then yes the 4e way feels gamist. But I think this is one area where we have to recognize that D&D is a game and what good is simulating some kind of fantasy reality that you don't have fun playing in? And yes, someone will post that simulation makes the game fun for them. I get that. But I've been playing this game for over two decades and I think most people want to actually play, not fail a save and do nothing. And besides, I think the 4e approach is equally valid from a simulationist standpoint if you imagine that those mechanics simulate a world where heroes can shake off debilitating effects as opposed to being more prone to succumb to them. [/QUOTE]
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Saving Throws: What Should Become of Them?
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