And is this good or bad, in your opinion? Personally, I like that, because it makes your defence more reliable. Additionally, improved evasion already caused that effect in 3.5.Brother MacLaren said:One big difference with static saves is that you will no longer have a case where the character with Ref 19 (base 10, save bonus +9) makes his save and the character with Ref 20 fails his.
Only if the orcs don't have random hit points... besides, most mooks will fall to an area save, regardless of the save (that's my experience, at least), leaving the elite members alive.jasin said:Or where you fireball a group of of orcs and some fall over and some don't.
I think I don't like it. It will save time, but it makes luck less of a variable. The fighter/barbarian in my current game has a fairly poor Will save, but there have been a few neat times when he's made the Will save and the cleric or hexblade haven't. Makes combat a little less predictable.Lord Tirian said:And is this good or bad, in your opinion? Personally, I like that, because it makes your defence more reliable. Additionally, improved evasion already caused that effect in 3.5.
Lord Tirian said:Only if the orcs don't have random hit points... besides, most mooks will fall to an area save, regardless of the save (that's my experience, at least), leaving the elite members alive.
jasin said:Or where you fireball a group of of orcs and some fall over and some don't.
It effectively turns fireball into an instakill for a mob, assuming that full damage is enough to kill each orc.F4NBOY said:I like the flipped saving throws, and I can't still see the problem with that!
It's so easier and faster to make a roll for all orcs instead of making a roll for each one.