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General Tabletop Discussion
*TTRPGs General
Why Defenses (saves)?
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<blockquote data-quote="howandwhy99" data-source="post: 5750851" data-attributes="member: 3192"><p>[MENTION=20187]GSHamster[/MENTION] has a good point. Multiple avenues to achieve an objective increases players' freedom in the game. If a magic-user can cast a Finger of Death spell on a creature and it fails its save, then it dies. Alternately one can chop it down due to structural damage via hit points. Or, one could even convince one's foe to flee, or agree to a truce, or even join on and become an ally (though this last actually increases the party's resources, so it should that much harder to accomplish).</p><p></p><p>Saving throws can be read about on p.80 in the DMG. Also its glossary has a decent definition, "A die roll which is used in adverse circumstances to determine the efficacy of a spell, whether a character fell into a pit or not, whether a character escaped a dragon's breath, etc."</p><p></p><p>I saving throws as character and object ability to accept or reject a kind of binary transformation. Stone to Flesh, Petrify, Save vs. Death, Poison (save 2x or die), and other effects which are understood as binary in nature. Hit points do not need to be the only point-based resource that can be spent (remember gold?), but the game defines certain effects as attrition and others as conditional. </p><p></p><p>I think it's a matter of taste for any one of them. But I wouldn't want to remove either or any option from the table.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5750851, member: 3192"] [MENTION=20187]GSHamster[/MENTION] has a good point. Multiple avenues to achieve an objective increases players' freedom in the game. If a magic-user can cast a Finger of Death spell on a creature and it fails its save, then it dies. Alternately one can chop it down due to structural damage via hit points. Or, one could even convince one's foe to flee, or agree to a truce, or even join on and become an ally (though this last actually increases the party's resources, so it should that much harder to accomplish). Saving throws can be read about on p.80 in the DMG. Also its glossary has a decent definition, "A die roll which is used in adverse circumstances to determine the efficacy of a spell, whether a character fell into a pit or not, whether a character escaped a dragon's breath, etc." I saving throws as character and object ability to accept or reject a kind of binary transformation. Stone to Flesh, Petrify, Save vs. Death, Poison (save 2x or die), and other effects which are understood as binary in nature. Hit points do not need to be the only point-based resource that can be spent (remember gold?), but the game defines certain effects as attrition and others as conditional. I think it's a matter of taste for any one of them. But I wouldn't want to remove either or any option from the table. [/QUOTE]
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Why Defenses (saves)?
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