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Weak Saving Throws
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<blockquote data-quote="Njall" data-source="post: 6871626" data-attributes="member: 54719"><p>You're still off base, tho. </p><p>Saves work pretty much like AC, in that each successive point nets increasing returns to your survability, until the very last one which effectively doubles your effective health (assuming you're taking hit point damage).</p><p>With saves ( especially save or suck that rob you of your action for the round ) what matters is how often you pass rather than fail ( and thus you get your action, can attack without penalties and so forth ).</p><p></p><p>Assuming each PC deals the same DPR, for example, and you're dealing with a save or suck that prevents a PC who fails from acting, you'd better grant advantage to the guy which succeeds 50% of the time ( and, thus, now makes his save 75% of the time, thus granting the party an additional 2.5 rounds out of 10 of DPR, on average ) than to the guy which only has a 5% chance of not being screwed (and that would only gain like 1/2 rounds of DPR out of 10).</p><p></p><p>Yeah, the latter would act 200% as much, but the party would still benefit less from it than if you got the former to act 150% as much instead.</p></blockquote><p></p>
[QUOTE="Njall, post: 6871626, member: 54719"] You're still off base, tho. Saves work pretty much like AC, in that each successive point nets increasing returns to your survability, until the very last one which effectively doubles your effective health (assuming you're taking hit point damage). With saves ( especially save or suck that rob you of your action for the round ) what matters is how often you pass rather than fail ( and thus you get your action, can attack without penalties and so forth ). Assuming each PC deals the same DPR, for example, and you're dealing with a save or suck that prevents a PC who fails from acting, you'd better grant advantage to the guy which succeeds 50% of the time ( and, thus, now makes his save 75% of the time, thus granting the party an additional 2.5 rounds out of 10 of DPR, on average ) than to the guy which only has a 5% chance of not being screwed (and that would only gain like 1/2 rounds of DPR out of 10). Yeah, the latter would act 200% as much, but the party would still benefit less from it than if you got the former to act 150% as much instead. [/QUOTE]
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