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General Tabletop Discussion
*Dungeons & Dragons
Why do we need saving throws?
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<blockquote data-quote="Jeff Carlsen" data-source="post: 7071437" data-attributes="member: 61749"><p>Whether you roll an attack versus a static defense, or roll a defense against a static attack, the result is essentially the same. Neither more complex than the other, and either would work just fine.</p><p></p><p>But, the person who is rolling the die does have a greater sense of agency. So, the current setup gives the players the greatest sense of agency over their characters. They're the ones who get to do most of the rolling on their turn or when they describe an action.</p><p></p><p> - Player attacks: player rolls.</p><p> - Player stumbles into a trap: player rolls.</p><p> - Player walks into the area of an active spell: player rolls.</p><p> - Player casts a spell: target rolls.</p><p></p><p>Casting a spell is the odd one, and is the case where rolling to attack in 4E was more satisfying than saving throws. But, since the choice of spell is interesting, and the impact great, I think the player still gets a lot of agency. Also, as a DM with plenty of dice, it's easier to roll saves for multiple creatures at once than to have the player roll multiple attacks.</p><p></p><p>Still, in a home game, if you wanted to house rule that spells are handled with an attack roll, it wouldn't be hard to do. Subtract 10 from your spell DC to determine your attack bonus. Replace the saving throw with 10 + saving throw bonus.</p><p></p><p>Also, on the topic of a saving throw dictating a player's actions. It doesn't really. The player can always choose to fail the save.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 7071437, member: 61749"] Whether you roll an attack versus a static defense, or roll a defense against a static attack, the result is essentially the same. Neither more complex than the other, and either would work just fine. But, the person who is rolling the die does have a greater sense of agency. So, the current setup gives the players the greatest sense of agency over their characters. They're the ones who get to do most of the rolling on their turn or when they describe an action. - Player attacks: player rolls. - Player stumbles into a trap: player rolls. - Player walks into the area of an active spell: player rolls. - Player casts a spell: target rolls. Casting a spell is the odd one, and is the case where rolling to attack in 4E was more satisfying than saving throws. But, since the choice of spell is interesting, and the impact great, I think the player still gets a lot of agency. Also, as a DM with plenty of dice, it's easier to roll saves for multiple creatures at once than to have the player roll multiple attacks. Still, in a home game, if you wanted to house rule that spells are handled with an attack roll, it wouldn't be hard to do. Subtract 10 from your spell DC to determine your attack bonus. Replace the saving throw with 10 + saving throw bonus. Also, on the topic of a saving throw dictating a player's actions. It doesn't really. The player can always choose to fail the save. [/QUOTE]
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Community
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Why do we need saving throws?
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