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Weak Saving Throws
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6879857" data-attributes="member: 6701872"><p>I don't find that to be true.</p><p></p><p>That's assuming more about the way a game is played than I'd like, and commits to what I believe to be a significant error of only looking at chance of save failure, rather than also the effects of save failure - because taking full damage more often isn't as significant a thing unless full damage continues to be the same percentage of hit points (taking black dragons as a quick example: a CR 2 wyrmling has a DC 11 save to half 22 damage, an easy to pass save for all/most an at-level character's hit points - a CR 14 adult has a DC 18 save to half 54 damage, which is a tougher save to pass for a smaller relative portion of an at-level character's hit points).</p><p></p><p>And while some conditions of failing a save remain as significant at any level, higher level parties usually gain more numerous ways to mitigate those conditions, just like larger hit point pools reduce the impact of damage-related saves.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6879857, member: 6701872"] I don't find that to be true. That's assuming more about the way a game is played than I'd like, and commits to what I believe to be a significant error of only looking at chance of save failure, rather than also the effects of save failure - because taking full damage more often isn't as significant a thing unless full damage continues to be the same percentage of hit points (taking black dragons as a quick example: a CR 2 wyrmling has a DC 11 save to half 22 damage, an easy to pass save for all/most an at-level character's hit points - a CR 14 adult has a DC 18 save to half 54 damage, which is a tougher save to pass for a smaller relative portion of an at-level character's hit points). And while some conditions of failing a save remain as significant at any level, higher level parties usually gain more numerous ways to mitigate those conditions, just like larger hit point pools reduce the impact of damage-related saves. [/QUOTE]
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