Saeviomagy
Adventurer
This is way better and more interesting than group saves. It prevents every monster in a group from falling at exactly the same time just because they were all taking the same AOE damage, meaning your casters have to deliberate on whether it's worth casting a fireball when 60% of a group have already fallen.For the largest groups, I'll just look at the save number they need. That percentage makes the save while the remaining percentage fails. If they need a 13+ to save, that means 40% save while 60% don't. If it's within a few points I'll usually just round it to 50%, 66% or 75% and move on. I usually just have the targets closest to the epicenter or in direct line of the effect fail and those on the fringes succeed.