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General Tabletop Discussion
*Dungeons & Dragons
Why do we need saving throws?
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<blockquote data-quote="Tony Vargas" data-source="post: 7072108" data-attributes="member: 996"><p>The slow-down is only in the case of a group of PCs being attacked by an AE. When a PC makes an AE, the time it takes the DM to fairly roll all the saves out in the open, vs the PC rolling to hit, is about the same. </p><p></p><p> That's the real issue. It'd be simpler to consolidate all attacks to one mechanic - when the game was designed. As an after-market mod, it's complicated to implement, because the game has already been complicated by coping as best it can with the redundant/inverted resolution sub-systems. Untangling that could be more trouble than the benefit is worth. </p><p></p><p> 'When possible' is 'always:' PC looks for a hiden enemy, player rolls perception. PC hides from an enemy searching for him, player rolls stealth. PC attacks an enemy, player rolls to hit. Enemy attack the PC, player rolls to dodge/parry. PC casts at an enemy, player rolls to overcome resistance. Enemy casts at PC, player rolls a save.</p><p></p><p></p><p> Someone even older can correct me if I'm wrong, but I got the impression it was a wargaming term that pre-dated D&D, possibly it was in Chainmail, possibly Chainmail adopted it from general usage in that hobby. :shrug: </p><p></p><p></p><p></p><p> Yes. But there's a time-efficiency in letting every player roll their save all at once, they roll, you tell them the DC and effects of failed vs successful save. It's quicker. Of course, you have to trust them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Thing is, when it's going the other way, there's no such efficiency. Either the player of the wizard rolls to hit all the orcs in his fireball, or you roll all their saves. (Or you realize they're dead anyway due to half damage and don't bother to do either.) By the same token, if you have a volley of arrows launched at the PCs, you have to roll every one of 'em. </p><p></p><p>The efficiency argument isn't an argument for saves, but it is one for players-always-roll. FWIW. (I swear, BTW, I'm not shilling that variant, it's just that people keep talking up advantages it presents).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7072108, member: 996"] The slow-down is only in the case of a group of PCs being attacked by an AE. When a PC makes an AE, the time it takes the DM to fairly roll all the saves out in the open, vs the PC rolling to hit, is about the same. That's the real issue. It'd be simpler to consolidate all attacks to one mechanic - when the game was designed. As an after-market mod, it's complicated to implement, because the game has already been complicated by coping as best it can with the redundant/inverted resolution sub-systems. Untangling that could be more trouble than the benefit is worth. 'When possible' is 'always:' PC looks for a hiden enemy, player rolls perception. PC hides from an enemy searching for him, player rolls stealth. PC attacks an enemy, player rolls to hit. Enemy attack the PC, player rolls to dodge/parry. PC casts at an enemy, player rolls to overcome resistance. Enemy casts at PC, player rolls a save. Someone even older can correct me if I'm wrong, but I got the impression it was a wargaming term that pre-dated D&D, possibly it was in Chainmail, possibly Chainmail adopted it from general usage in that hobby. :shrug: Yes. But there's a time-efficiency in letting every player roll their save all at once, they roll, you tell them the DC and effects of failed vs successful save. It's quicker. Of course, you have to trust them. ;) Thing is, when it's going the other way, there's no such efficiency. Either the player of the wizard rolls to hit all the orcs in his fireball, or you roll all their saves. (Or you realize they're dead anyway due to half damage and don't bother to do either.) By the same token, if you have a volley of arrows launched at the PCs, you have to roll every one of 'em. The efficiency argument isn't an argument for saves, but it is one for players-always-roll. FWIW. (I swear, BTW, I'm not shilling that variant, it's just that people keep talking up advantages it presents). [/QUOTE]
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Why do we need saving throws?
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