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<blockquote data-quote="Sword of Spirit" data-source="post: 6869055" data-attributes="member: 6677017"><p>I hope not to derail the thread from the request for example examples (my high level play has been limited and not recent, so I can't recall examples)...but, I do want to make on comment.</p><p></p><p>I really, REALLY, like the sort of rock-paper-scissors / trump-card aspect of the game that these sorts of save discrepancies bring to it. It isn't unique to saves either. You have spells like <em>forcecage</em> that PCs are more likely to use than monsters, etc. You get a variety of situations where someone makes a choice and the successful consequences are almost (or even actually) guaranteed, and this is true for PCs and NPCs/Monsters alike. The thing is though, in 5e D&D this generally only comes into play at high level when you have a variety of ways of dealing with it (probably the most important simply being that your character is part of a group, rather than a lone hero--this should also be true for the opponents, since 5e doesn't handle solos well).</p><p></p><p>I think it's a gaming style thing. While the exact rules (insurmountable save DCs, etc) may not have been the same in prior editions, it definitely <em>felt</em> like there were similar auto-win/auto-lose elements in prior editions. To me, it feels a lot like the way the rarity and laissez-faire attitude towards magic item balance makes them seem more wondrous again in this edition compared to more recent editions. The question isn't whether this is a problem or is bad design--it is simply whether it is something you want to feature in your games. For me the answer is a resounding YES.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6869055, member: 6677017"] I hope not to derail the thread from the request for example examples (my high level play has been limited and not recent, so I can't recall examples)...but, I do want to make on comment. I really, REALLY, like the sort of rock-paper-scissors / trump-card aspect of the game that these sorts of save discrepancies bring to it. It isn't unique to saves either. You have spells like [I]forcecage[/I] that PCs are more likely to use than monsters, etc. You get a variety of situations where someone makes a choice and the successful consequences are almost (or even actually) guaranteed, and this is true for PCs and NPCs/Monsters alike. The thing is though, in 5e D&D this generally only comes into play at high level when you have a variety of ways of dealing with it (probably the most important simply being that your character is part of a group, rather than a lone hero--this should also be true for the opponents, since 5e doesn't handle solos well). I think it's a gaming style thing. While the exact rules (insurmountable save DCs, etc) may not have been the same in prior editions, it definitely [I]felt[/I] like there were similar auto-win/auto-lose elements in prior editions. To me, it feels a lot like the way the rarity and laissez-faire attitude towards magic item balance makes them seem more wondrous again in this edition compared to more recent editions. The question isn't whether this is a problem or is bad design--it is simply whether it is something you want to feature in your games. For me the answer is a resounding YES. [/QUOTE]
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