Six Saving Throws - One for Each Ability Score?

Yep, same here. I think I'd be happy to allow my DMs to excercise discretion over whether a non-orthodox ability score should be used for a saving throw, assuming the DM is less biased and assuming some players who are looking "to win" frankly aren't going to be objective about it. However, this leads to the "Mother May I" debate.

That's true. However, to the extent that we have "Mother May I" in the game (and it is almost inevitable in any broad version of D&D), then I would far prefer it confined to these kind of decisions than elsewhere. "Can I use X instead of Y--and thus get a better modifier while trying Z?" is a lot less of a problem in "Mother May I" than "Can I do Z or not?"

For one thing, I prefer that the player state what the character is doing, then we figure out any questions of mechanics. It makes for smoother play at our table, since a "take it back" option only comes up if the character would have reasonably had certain info, but the player didn't. (Example: "I thought you said that pit was 10 feet across. Now that it is 30 feet, I don't think I'd try it.)
 

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This part I don't think I will like. One roll per attempt resolved should be the default for most situations. Opposed rolling slows things down.
My feelings exactly. I felt it really slowed things down in Shadowrun, Exalted and Dresden Files.

It also makes way, way too much randomness for my tastes, period. Talk about swingy.
 
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One thing I like about rolling for saving throws (even if I don't mind at all static defenses) is that it allows players to participate in combat when it's not their turn, increasing player participation.
 

I like opposed rolls. It seems swingier because it can have wilder outliers and is tolerant of a greater disparity in bonuses, but the results actually cluster closer to the mean than a single roll system.

Depending on the rest of the system, I don't think its necessarily slower than a single roll vs. static DC. I played Palladium for years and its a d20 based opposed roll system, and clunkiness issues aside it played crazy fast. M&M can be played opposed roll as well and we have had no speed issues with it.
 

Six saves (SCDIWC) have zero mechanical advantages over three (F/R/W) and add needless fiddly BS to a system that already works
 

It's a good thing that players are allowed to suggest other abilities to save. If you step away from the rules for a second, it's just natural.

Imagine you tie up the big hulking barbarian. Of course he'd use his natural strength to rip the ropes. However, it would be silly for the skinny elf to try the same, of course he'd try to wiggle out. I'd even allow an Intelligence save to notice a sharp stone that can be used to cut the rope, or a Con save to unlock some joints in a painful way to shed the ropes.

It is not munchkinism if it it within the realm of the believable. If that means the brutish half-giant will try to solve every problem with his muscles first, that's probably very in-character. This doesn't mean I'd always let his succeed (there could be penalties or even auto-fail), but of course I'd always let him try.
 

Again my only fear is distribution. Six saves where there was three will cause the conditions for saves to be split up more, Because some conditions are rarer than other and some are more severe than others, the ability with the least and weakest condition will be more likely dumped. I hates dump stats.


Strength:
Mundane- Grapples, Push/Pull, Trip
Magical- Paralyze, force attacks.
Dexterity:
Mundane-Grapples, Trip, Explosions
Magical-Breath weapons, Area spells
Constitution:
Mundane-Poison, Disease, Exhaustion
Magical-Petrification, Necromancy/Death attacks, Transmutation/Polymorph
Intelligence:
Mundane- Disarm, Spotting patterns and weaknesses
Magical-Illusions, Maze, Predictions
Wisdom:
Mundane- Feint, Mental Stun
Magical-Confusion, Sanity, Minor Fears (fear auras and fright)
Charisma:
Mundane- Intimidation, Avoid rage/calm/relaxation
Magical-Charm, Compulsion, Fascination, Major Fears (fear spells)
 


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