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Weak Saving Throws
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6872081" data-attributes="member: 6787650"><p>I presume we're talking about the common 5E idiom in which one successful save removes the spell and puts you back in play. (That makes it bell-curved again.) For example, Confusion or Tasha's Uncontrollable Laughter. In this case, you're best-off helping the guy with the weakest save, within reason, in order to reduce the effective duration of the spell.</p><p></p><p>If you succeed only on a 16+, the spell will keep you out of play for (1/(1-3/4) = 4) rounds on average. With advantage, you'll be out of play for (1/(1-9/16) = 2.28) rounds on average. You've just gained 1.72 rounds of effectiveness.</p><p></p><p>If you succeed only on a 11+, the spell will keep you out of play for (1/(1-1/2) = 2) rounds on average. With advantage, you'll be out of play for (1/(1-1/4) = 1.33) rounds on average. You've just gained .67 rounds of effectiveness.</p><p></p><p>If you're the guy granting advantage, and you can only grant it to one person, you'll add more to party effectiveness by helping the guy who needs a 16+ than by helping the guy who needs 11+. Which brings us neatly back, full-circle, to non-proficient wizards with Foresight, who only get to grant advantage to one PC, which might be the non-proficient wizard.</p><p></p><p>This is what I meant upthread when I said:</p><p></p><p></p><p></p><p>It really isn't possible to generalize a specific point on the d20 where advantage is "most helpful." It depends on the details of the situation and what the save is being made for.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6872081, member: 6787650"] I presume we're talking about the common 5E idiom in which one successful save removes the spell and puts you back in play. (That makes it bell-curved again.) For example, Confusion or Tasha's Uncontrollable Laughter. In this case, you're best-off helping the guy with the weakest save, within reason, in order to reduce the effective duration of the spell. If you succeed only on a 16+, the spell will keep you out of play for (1/(1-3/4) = 4) rounds on average. With advantage, you'll be out of play for (1/(1-9/16) = 2.28) rounds on average. You've just gained 1.72 rounds of effectiveness. If you succeed only on a 11+, the spell will keep you out of play for (1/(1-1/2) = 2) rounds on average. With advantage, you'll be out of play for (1/(1-1/4) = 1.33) rounds on average. You've just gained .67 rounds of effectiveness. If you're the guy granting advantage, and you can only grant it to one person, you'll add more to party effectiveness by helping the guy who needs a 16+ than by helping the guy who needs 11+. Which brings us neatly back, full-circle, to non-proficient wizards with Foresight, who only get to grant advantage to one PC, which might be the non-proficient wizard. This is what I meant upthread when I said: It really isn't possible to generalize a specific point on the d20 where advantage is "most helpful." It depends on the details of the situation and what the save is being made for. [/QUOTE]
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