Tony Vargas
Legend
If you set the DC to 8 + attack bonus then the save would take into account the skill of the attacker (attack bonus includes proficiency).You could also add an element of trained versus non-trained for exotic weapons. What I don't like about save mechanics is not treating it like an attack where the skill of the attacker comes into play.
Then you could use the lower of STR mod or DEX mod to calculate the attack bonus (or DC if using a save). Sort of anti-finesse (finesse lets you use STR or DEX at your option - presumably you always choose the higher, this would force you to use the lower, so 'optimal' is equal STR & DEX).I see a net as an equal amount of strength and dexterity to use it correctly.
Yes, though at high level there are much worse things to fail your DEX save against than a Net. So it's really just a symptom of a larger issue (I won't say 'problem' because it could well be intended), that the design of saves makes you relatively more likely to fail a non-proficient save as you level up.That's actually very convincing. I honestly hadn't thought of flipping it around that way. So a Dex save, usually with advantage, against DC 8+attacker's Dex and Proficiency. Sounds good, but I still have some misgivings. 1) Some characters are proficient with Dex saves, giving them an advantage they wouldn't have against an attack roll. At higher levels this could potentially be unbalancing, no?
Again, that's an inconsistency with DEX saves, in general. You have a choice of inconsistencies, really. If vs AC, then armor helps when it 'realistically' shouldn't. If DEX save, then heavy armor doesn't hurt when 'realistically,' perhaps, it should.2) Characters in medium and heavy armor may not apply the full benefit of their Dex bonus to their AC, whereas the whole point of a Dex save is using your Dex. (Now I realize that 1 and 2 represent a somewhat even trade-off at lower levels, but again, at higher levels not so much.)
Sounds reasonable to me. In concept, I like the idea of the player rolling as much as possible (so rolling attacks, but rolling saves when attacked), but I've never implemented it. Mathematically, it doesn't matter who rolls the dice, the chance of success can be identical.And 3) I guess I just feel like the person making the attack should be the one to roll, because it's fun.
5e has some attacks that use attack rolls (weapons, many cantrips, some spells, claw & fang, etc) and some (spells, breath weapons, poisons, etc) that force saving throws, instead. The diving line is part tradition, part how one would defend against the attack (in particular whether it needs to overcome armor). In the case of the net, they chose the former over the latter.
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