Do We Need Saving Throws?
Added 2025-01-18 13:15:16 +0000 UTCBased on feedback from the spells I posted a week or so back, I wonder if we need saving throws on spells. Removing saves would do two things:
It would force the design to create spell effects that have clearer balance. Since the spell automatically works, it would have to be balanced assuming that it always fires off. That would lead to much weaker status effects which, frankly, makes balance much easier. I also think that makes the game more fun, since shut down effects tend to lead to boring game play.
Maybe specific monsters get saving throw-like abilities to dodge effects. For instance, a giant might sweep its club through an area and the characters in it can make Dexterity checks to dodge. That turns off-turn defensive rolls into a design tool.
What say you? Vote in the poll and provide your thoughts in the comments.
Comments
I liked the way saving throws worked in 2e. What I mean is as you level all your saving throws increase as well. My take in modernize that would have one value that improves and apply to all saving throws and then you add the ability modifier.
Samir El Aouar
2025-05-01 19:38:49 +0000 UTCVarious thoughts: 1) Options instead of saves. If an ogre hits you, and you would have had to make a Str save or fall prone, instead make it a player choice: Take an extra 1d6 of damage or fall prone. 2) Magic AC. Have an AC against magic effects, and have all spells target either physical AC or magical AC. That holy amulet is now literally your chainmail equivalent against magic attacks. Use a mental stat (fixed or player choice) for additional AC instead of Dex. 3) Progressive effects. Don't take a player out of a fight in one shot. Have an effect get worse each turn, where the challenge is to stop it before it's too late (kill the caster, dispel the magic, etc). (Types: Paralysis, charm, command, petrification, etc)
Moxx
2025-02-19 00:21:51 +0000 UTC