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General Tabletop Discussion
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What if save proficiencies were based on categories instead of abilities?
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<blockquote data-quote="kenada" data-source="post: 8830949" data-attributes="member: 70468"><p>There’s a variant rule for this in the Rules Cyclopedia. You have your usual saving throw categories, but rather than only adding WIS for spells and magical effects, you add a different modifier depending on the effect. To be honest, it feels a little redundant. You add STR for saves versus paralysis and petrification, which overlaps almost 100% with the same category.</p><p></p><p>However, I don’t think the idea is bad (just the implementation in RC). I do something similar in my homebrew system, which has three types of saving throw (death, mundane effects, and magical effects). Death saving throws come with the bonus baked into the target, so when you save against the other two types, you add an appropriate attribute to the roll (see spoiler section below for what does what). For example, <em>hold person</em> would have you save +INT versus Magical effects (because <em>hold person</em> is mind-affecting) while a basilisk’s breath would be +STR versus Magical effects.</p><p></p><p>The only issue I can see with having fewer categories like this is the way proficiency works in 5e. It has a uniform progression, everyone starts at the same bonus, and you either get the whole bonus or you don’t. My homebrew system has fast and slow progressions, and some classes/groups start higher or lower than others. I think it would be tough to distinguish classes in 5e if you went with too few categories.</p><p></p><p>[HR][/HR]</p><p>[spoiler="Homebrew Saving Throw stuff"]</p><ul> <li data-xf-list-type="ul"><strong>Charisma:</strong> charms and effects that undermine your sense of self</li> <li data-xf-list-type="ul"><strong>Intelligence:</strong> compulsions, illusory patterns, phantasms, and mind-affecting effects</li> <li data-xf-list-type="ul"><strong><strong>Strength:</strong> paralysis, petrification, restraints, and forced movement</strong></li> <li data-xf-list-type="ul"><strong>Dexterity:</strong> projectiles, area effects</li> <li data-xf-list-type="ul"><strong>Constitution:</strong> poisons, all other physical effects</li> <li data-xf-list-type="ul"><strong>Wisdom:</strong> all other magical effects</li> </ul><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="kenada, post: 8830949, member: 70468"] There’s a variant rule for this in the Rules Cyclopedia. You have your usual saving throw categories, but rather than only adding WIS for spells and magical effects, you add a different modifier depending on the effect. To be honest, it feels a little redundant. You add STR for saves versus paralysis and petrification, which overlaps almost 100% with the same category. However, I don’t think the idea is bad (just the implementation in RC). I do something similar in my homebrew system, which has three types of saving throw (death, mundane effects, and magical effects). Death saving throws come with the bonus baked into the target, so when you save against the other two types, you add an appropriate attribute to the roll (see spoiler section below for what does what). For example, [I]hold person[/I] would have you save +INT versus Magical effects (because [I]hold person[/I] is mind-affecting) while a basilisk’s breath would be +STR versus Magical effects. The only issue I can see with having fewer categories like this is the way proficiency works in 5e. It has a uniform progression, everyone starts at the same bonus, and you either get the whole bonus or you don’t. My homebrew system has fast and slow progressions, and some classes/groups start higher or lower than others. I think it would be tough to distinguish classes in 5e if you went with too few categories. [HR][/HR] [spoiler="Homebrew Saving Throw stuff"] [LIST] [*][B]Charisma:[/B] charms and effects that undermine your sense of self [*][B]Intelligence:[/B] compulsions, illusory patterns, phantasms, and mind-affecting effects [*][B][B]Strength:[/B] paralysis, petrification, restraints, and forced movement[/B] [*][B]Dexterity:[/B] projectiles, area effects [*][B]Constitution:[/B] poisons, all other physical effects [*][B]Wisdom:[/B] all other magical effects [/LIST] [/spoiler] [/QUOTE]
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What if save proficiencies were based on categories instead of abilities?
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