DamnedChoir said:You know, I hate to be the first to say this, but isn't the new Saving Throw mechanic...really really stupid?
We have all the defenses, Fort, Ref, and Will, and now sacing throws are basically a coin toss...except some classes/races/abilities give you a bonus to saving throws, so, at 5th level when you're loaded with magic items, you're going to be rolling 1d20+3 vs DC 10 to avoid an ongoing effect...
Isn't this just needlessly complicated? Keep saving throws, or use defenses, having both just seems silly.
*Fully expects to be flamed for this post*
Well I suppose, assuming since you're using defenses (attacker determines success or failure as opposed to defender) that you could use any of the following:
- No abilities that last more than one round.
- Abilities that have to be tracked a certain amount of rounds.
- Have the player who made the effect continue to reroll attacks each round to see if a given effect stays on the enemy.
Defenses are the ability protect yourself from harm. Saving throws are your ability to recover from harm after being affected by it. Makes sense to me... In fact, it actually kind of makes more sense than any previous edition in terms of terminology.