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Weak Saving Throws
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<blockquote data-quote="Thank Dog" data-source="post: 6398768" data-attributes="member: 6780250"><p>Late to thread and there's no way I'm reading through it all so this has probably already been covered but since I have a highly inflated opinion of my own opinion, I'm going to share it regardless <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I've decided that I'm ok with the saving throw disparity. As you level up, you face more and more dangerous situations and opponents. This needs to be reflected in more ways than simple hit point damage. Were all saves to keep level parity for "balance", then those situations wouldn't pose a real threat to the characters. In addition, the higher the levels of the PC's, the greater access they have to other means of mitigating, countering or curing. Simple mechanics such as saving throws are not, and should not, be the entirety of a character's options or a fall-back for lazy players.</p><p></p><p>On top of all that, it encourages players to be less focused on one particular aspect of their character and instead promotes a more well-rounded character. You can't just dump everything into one stat and focus everything on it in order to be super-awesome without suffering the consequences. You can't just choose all the big damage spells or abilities. You need to choose preventative spells, carry potions and scrolls, and plan out an attack or do research on a monster so that you can bring along whatever counters or protections you need in order to go in with the best possible chance of success.</p><p></p><p>In other words, the play dynamic between low and high levels changes. And I like it that way.</p></blockquote><p></p>
[QUOTE="Thank Dog, post: 6398768, member: 6780250"] Late to thread and there's no way I'm reading through it all so this has probably already been covered but since I have a highly inflated opinion of my own opinion, I'm going to share it regardless :) I've decided that I'm ok with the saving throw disparity. As you level up, you face more and more dangerous situations and opponents. This needs to be reflected in more ways than simple hit point damage. Were all saves to keep level parity for "balance", then those situations wouldn't pose a real threat to the characters. In addition, the higher the levels of the PC's, the greater access they have to other means of mitigating, countering or curing. Simple mechanics such as saving throws are not, and should not, be the entirety of a character's options or a fall-back for lazy players. On top of all that, it encourages players to be less focused on one particular aspect of their character and instead promotes a more well-rounded character. You can't just dump everything into one stat and focus everything on it in order to be super-awesome without suffering the consequences. You can't just choose all the big damage spells or abilities. You need to choose preventative spells, carry potions and scrolls, and plan out an attack or do research on a monster so that you can bring along whatever counters or protections you need in order to go in with the best possible chance of success. In other words, the play dynamic between low and high levels changes. And I like it that way. [/QUOTE]
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