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General Tabletop Discussion
*Dungeons & Dragons
What are the "important" saves?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6842498" data-attributes="member: 6790260"><p>The old "big three"--Con, Wis, and Dex--are by far the most frequently used, and by far the most common until you get to fairly high levels (13+). There's a reason you see every(?) class get one, and only one, of them, even if it doesn't necessarily make a lot of sense (Warlocks get Wis saves? Druids get *Int* saves?)</p><p></p><p>People usually assert that the other saves are more painful if you fail them, but a lot of those effects are so high-level that most players shouldn't worry about them. <em>Feeblemind</em> is an 8th-level spell (so, presumably, you shouldn't encounter it until around the level you could cast it--aka 15th level or higher), same with <em>maze</em>. Saves at such high levels are quite frequently dangerous <em>regardless</em> of the spell, so I don't find the "but they're really serious!" line to be very compelling. I'm not saying the possibilities are <em>bad</em>, just that they're going to be a real problem even if you ARE proficient, while the more consistent and long-term benefit of other stats' saves is more impactful.</p><p></p><p>For my money, the priority would go Con >= Wis > Dex > Cha = Int > Str. Strength is just too situational--and often, though surely not always, you can plan around not having to worry about it. (Plus, a lot of things you would THINK are Strength saves are <em>really</em> a contested check with your choice of Athletics or Acrobatics, and everyone should consider picking up one or the other of those.)</p><p></p><p>Part of my reason for putting Con first? Mummies. DM threw a mummy at our first-level party in the now-ended 5e game I played. My Bard was literally a couple of HP from shrivelling up and blowing away--<em>forever</em>. If super-high-level Int saves are bad, low-level Con saves can be just as bad if not worse.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6842498, member: 6790260"] The old "big three"--Con, Wis, and Dex--are by far the most frequently used, and by far the most common until you get to fairly high levels (13+). There's a reason you see every(?) class get one, and only one, of them, even if it doesn't necessarily make a lot of sense (Warlocks get Wis saves? Druids get *Int* saves?) People usually assert that the other saves are more painful if you fail them, but a lot of those effects are so high-level that most players shouldn't worry about them. [I]Feeblemind[/I] is an 8th-level spell (so, presumably, you shouldn't encounter it until around the level you could cast it--aka 15th level or higher), same with [I]maze[/I]. Saves at such high levels are quite frequently dangerous [I]regardless[/I] of the spell, so I don't find the "but they're really serious!" line to be very compelling. I'm not saying the possibilities are [I]bad[/I], just that they're going to be a real problem even if you ARE proficient, while the more consistent and long-term benefit of other stats' saves is more impactful. For my money, the priority would go Con >= Wis > Dex > Cha = Int > Str. Strength is just too situational--and often, though surely not always, you can plan around not having to worry about it. (Plus, a lot of things you would THINK are Strength saves are [I]really[/I] a contested check with your choice of Athletics or Acrobatics, and everyone should consider picking up one or the other of those.) Part of my reason for putting Con first? Mummies. DM threw a mummy at our first-level party in the now-ended 5e game I played. My Bard was literally a couple of HP from shrivelling up and blowing away--[I]forever[/I]. If super-high-level Int saves are bad, low-level Con saves can be just as bad if not worse. [/QUOTE]
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What are the "important" saves?
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