D&D 5E Weak Saving Throws

machineelf

Explorer
No, I agree. It looks like a slightly less severe version of 3e's save disparities. But still, yes, it appears they didn't learn from previous editions' mistakes.

A 20th level Wizard will have a save DC of 19. Even with Advantage, that's a hard target to hit with a +0 (or god forbid - 1) stat modifier. So Hold Person, even if it allows saves every round, will be an encounter ender vs. Fighters and other beefy targets.


Except that I think you're forgetting that each class has certain saving throw proficiency bonuses that they get to add as well. So a fighter who has to make a con saving throw adds both his con modifier AND his saving throw proficiency bonus. That should negate some of the concerns you have.
 

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Thaumaturge

Wandering. Not lost. (He/they)
Except that I think you're forgetting that each class has certain saving throw proficiency bonuses that they get to add as well. So a fighter who has to make a con saving throw adds both his con modifier AND his saving throw proficiency bonus. That should negate some of the concerns you have.

Except his example was with Hold Person, which is, in the playtest, a Wisdom save. And, in the playtest, the fighter had Strength and Constitution save proficiencies.

Thaumaturge.
 

Obryn

Hero
Except that I think you're forgetting that each class has certain saving throw proficiency bonuses that they get to add as well. So a fighter who has to make a con saving throw adds both his con modifier AND his saving throw proficiency bonus. That should negate some of the concerns you have.
No, that's kind of exactly the problem. :) You end up with 2 good saves and a bunch of bad ones.

(Oh, that poor, poor Bard...)

Ability score increases are an unsatisfying solution, since it basically sacks your ability to pick up new fun stuff for a 5% bigger chance to not suck at one of six saves. :)
 

Thaumaturge

Wandering. Not lost. (He/they)
Tomorrow we'll find out!

At least some of it.

Thaumaturge.

I'm tempting to post this in every 5e thread on the first page. :)
 

machineelf

Explorer
I am a little concerned about saves. I may just let all PCs be proficient with all saves.


I think you should try it before you go and make changes like that. You're likely going to break the game. For example, if everyone is proficient in every saving throw, you're going to render a whole lot of spells mostly useless because everyone resists them a high percentage of the time. In my experience the way they did saving throws works fine. Each class is good at certain saving throws, but aren't good at the rest. It's designed that way for a reason.
 
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machineelf

Explorer
Except his example was with Hold Person, which is, in the playtest, a Wisdom save. And, in the playtest, the fighter had Strength and Constitution save proficiencies.

Thaumaturge.


Ok, sure, so the fighter doesn't make a save very well, but a cleric does (and maybe some other classes I can't remember). Hold person I believe is a concentration spell. You can try to break concentration if that's the case. But yes it's designed to be able to hold the tough martial classes. It forces the group to adjust their tactics.
 

ccooke

Adventurer
No, I agree. It looks like a slightly less severe version of 3e's save disparities. But still, yes, it appears they didn't learn from previous editions' mistakes.

A 20th level Wizard will have a save DC of 19. Even with Advantage, that's a hard target to hit with a +0 (or god forbid - 1) stat modifier. So Hold Person, even if it allows saves every round, will be an encounter ender vs. Fighters and other beefy targets.

... you know, I don't see an issue there.

Hold Person in 5e is concentration-based, which means your 20th-level Wizard can only Hold one Person at a time. There will be disruption mechanics for that, so the rest of the party can attempt to free them. They can't cast it on the entire party and, if they could, that would mean you had an entire party's worth of 20th-level Wizards.

If you're fighting a group of - or even one - Wizard with 20 PC levels, you're facing a serious challenge and you should be seriously strong. For a start, it's not at all unreasonable to think that if you're facing a 20th level challenge, even your *secondary* stats might be close to 20. Even without proficiency, you could have a +5 saving throw. That would give you a one in four chance of breaking the spell every round.

This all looks entirely reasonable to me. We're talking about an epic battle, probably the climax of an entire campaign. There *should* be amazing powers flying about the place. Hell, let's look at this the other way around - imagine a Wizard facing a 20th level Fighter. Given the Wizard in the Hold Person example got to cast first, let's make the fighter win initiative.

So, the Wizard probably has a low armour class and the Fighter probably has picked up one of the weapon specialisation feats - let's make the Fighter an Archery specialist, to make up for Hold Person being ranged...

The Wizard might have an AC of 18 (mage armour with +5 DEX). The Fighter has +13 to hit (+6 proficiency, +5 DEX, +2 Archery fighting style).

The fighter uses an Action Surge to take two attack actions for a total of 8 attacks. With +13 to hit and getting a critical hit on rolls of 18, 19 or 20, that would do an average of 70.4 damage in a single turn and (statistically speaking) at least one "Devastating Critical" - which means until it gets treatment, healing or dies it's taking 1d6+10 damage at the end of every turn.

A 20th level Wizard with a CON of 10 would have, on average, 82 hit points - which means it would be guaranteed to die after taking its first action, unless it's able to get treatment or healing (which would almost certainly cost it an action). If the Wizard has a CON of 20, it would still have lost nearly half of its 182 hit points in a single round (over half if you include the devastating critical effect). The fighter can take another action surge next round... things are not looking good for the poor 20th level Wizard.
 



Shiroiken

Legend
... you know, I don't see an issue there.

Hold Person in 5e is concentration-based, which means your 20th-level Wizard can only Hold one Person at a time. There will be disruption mechanics for that, so the rest of the party can attempt to free them. They can't cast it on the entire party and, if they could, that would mean you had an entire party's worth of 20th-level Wizards.
The bolded part is not confirmed. Several spells they've spoiled (Command and Charm Person) have the ability to add targets by casting it as a higher level spell. If Hold Person has this, then a 9th Level spell slot could hit a 7 person party. Still not seeing an issue myself, but I wanted to clarify the point.
 

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