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I can kind of understand the reasoning behind saving throws working the way they do mechanics-wise, other than the whole "half-damage on a save" bullshit. If D&D wasn't so ludicrously tied to its archaic binary pass/fail systems it would be trivial to add a third case - full damage on a miss, half damage on a save that beats the DC by less than 5, no damage on a save that beats the DC by 5 or more and gives the defender an additional effect to reflect it (e.g. a Dex save against a fire spell could have you instantly rolling out of range and leave you prone, you take the brunt of a cold spell to your clothes/armor so you don't take damage but have 5ft less movement next turn, that kind of thing.)
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# ¿ Dec 2, 2014 14:52 |
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# ¿ May 12, 2024 13:13 |
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I know you're joking about CASTER SUPREMACY, the apparent cornerstone of "real" D&D, but that's just it: if you shoot a spell and the target manages to save against it, that doesn't actually mean the wizard sucks, it means that they sent the target scrambling and they barely got through unscathed. The fact that the target makes the save (rather than making the wizard make a roll and miss) means that the wizard is still getting to be Super Wizard, the target just got particularly lucky.
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# ¿ Dec 2, 2014 15:05 |