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General Tabletop Discussion
*Dungeons & Dragons
What if save proficiencies were based on categories instead of abilities?
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<blockquote data-quote="Lanefan" data-source="post: 8830821" data-attributes="member: 29398"><p>So, ignoring the source (spell, item, creature, etc.) and looking only at the end-result effect. OK, got it...except Enchanted and Cursed Items then stands out like a sore thumb as that's still looking at the source. Maybe change this one to just "Curse"?</p><p></p><p>That said, I think you either need more categories or to expand those already present, to account for:</p><p></p><p>Fear or Panic</p><p>Paralysis</p><p>AoE damage (fireball, lightning, cold, etc.)</p><p>Concentration</p><p>Other; including corner cases, save-or-dies, and anything else not covered by an existing category.</p><p></p><p>And there's still death saves - the ones you make when unconscious and dying - that work differently again. Changing the terminology so these rolls aren't called "saves" would help.</p><p></p><p>And here the tricky bit becomes looking carefully at the relative power/usefulness/frequency of each category, so as not to nerf or over-boost any one class. For example, a bonus vs IC&P is way more useful (and thus, powerful) than a bonus vs Teleport, not only because IC&P usually comes up far more often in play than does Teleport but because those things are often very effective when they do.</p><p></p><p>I wouldn't worry about two or more classes ending up with the same set; if it makes sense that they would, let it happen.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8830821, member: 29398"] So, ignoring the source (spell, item, creature, etc.) and looking only at the end-result effect. OK, got it...except Enchanted and Cursed Items then stands out like a sore thumb as that's still looking at the source. Maybe change this one to just "Curse"? That said, I think you either need more categories or to expand those already present, to account for: Fear or Panic Paralysis AoE damage (fireball, lightning, cold, etc.) Concentration Other; including corner cases, save-or-dies, and anything else not covered by an existing category. And there's still death saves - the ones you make when unconscious and dying - that work differently again. Changing the terminology so these rolls aren't called "saves" would help. And here the tricky bit becomes looking carefully at the relative power/usefulness/frequency of each category, so as not to nerf or over-boost any one class. For example, a bonus vs IC&P is way more useful (and thus, powerful) than a bonus vs Teleport, not only because IC&P usually comes up far more often in play than does Teleport but because those things are often very effective when they do. I wouldn't worry about two or more classes ending up with the same set; if it makes sense that they would, let it happen. [/QUOTE]
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What if save proficiencies were based on categories instead of abilities?
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