Andor
First Post
Starglim said:This might work something like Call of Cthulhu's Idea roll, as a DM tool to give players bits of information.
Currently the 3 saves are distributed between the classes in a way that contributes to balance between them and makes spellcasters better able to resist spells. What classes do you see as being strong in the Wits save?
Actually I see that as an interesting way to help differentiate between classes. For example both Wizards and Clerics are mucking about with Primal forces and should have great mental resilience (Will save) but while a Wizards lives by his wits and should have a great Wit save a cleric is more bound by dogma than prone to original thought and would have a poor Wit save.
Similarly a Fighter would be Fort - Strong, Rest Poor
A Rogue might be Ref/Wit Strong, Will/Fort - Poor
A Swashbuckler would split the difference with Fort/Ref/Wit Strong - Wil Poor
JustKim said:Illusions are a good start, but remember that saves are to prevent something from happening. A check is more appropriate for mazes, puzzles and the like.
Well, that's a consideration, that this would more often function as a check than as a save. But it's a grey area that seperates them. Is a Fort roll to keep marching a save vs an effect or a check to overcome a condition?
Plus I do feel that this is something missing from the system as it stands. Consider that the only memory related rule (that I can think of at any rate) is the Autohypnosis psionic skill. Only psions can memorize stuff?
Plus I think it could feed into a bunch of nifty feats or mechanics like the Slippery Mind ability.
But it's certainly valid to point out that it's far more of an active use than the rest of the saves are. OTOH I've often been puzzled at the lengths gone to to avoid using the saves as active abilites. There are a few Stat check rules out there where I wonder why it's not tied to a save instead.