D&D 5e saving throws has pros and cons; overall, I like it, but I think it could be a bit better. I wrote a post about that in 2015.
It just occurred to me that there's a simpler and better solution to do Fortitude/Reflex/Will in D&D 5e.
Here is how it goes: Fortitude is the average of your Strength and Constitution. Round up. Reflex the average of Int and Dex, and Will the average of Wis and Cha.
BTW, use Reflex for initiative if you want to. And Fortitude for concentration checks. Now spellcasters have some use for strength, and fighters some use for Intelligence. Nice, right?
In addition now, everyone is proficient in every save. Features that add proficiency (monk etc.) now give a +2 bonus intead. Or something.
This way, we have just cut the number of saving throws by half, removed one class distinction, gave Intelligence and Charisma a bigger role, increased STs in high levels (a worthy fix IMO) and made odd ability scores a bit more useful in some circumstances.
Not bad for a quick fix!
Jumping off of this idea (stating this here because I know this is just for a quick fix):
ReplyDeleteIf we are keeping the 6 stat system and not cutting down to three stats overall, I would then argue that there are three 'passive' and three 'active stats in skill pairings.
Ex: Wisdom is a passive skill (Perception, Insight) and is based on your intuition over time. Contrast with Intelligence (Knowledge, Investigation) where you roll to see if in the moment recall assists. High Wisdom may give advantage on the Investigation/Knowledge roll, or enable the player to just roll instinctively (without needing to ask if they could make a roll).
This sort of skill pairing may only really show up in the above two cases, but I think a review to match the two together would be useful to prevent significant overlap in skill application.
I like the idea of three three 'passive' and three 'active' stats in general. The obstacle in D&D is Dexterity being both active and passive, so you end up having to balance other stats around this.
DeleteTrue. That bears some more thought on how to disentangle Dexterity from active and passive skills.
ReplyDeleteAverage is an interesting way to do it. Worlds Without Number uses the same 3 with combinations of stats, but you use the higher of the two attribute bonii rather than averaging them.
ReplyDeleteI had a slightly different idea: Everyone puts points into Constitution, so Fort saves always use Con. Most characters put points into either Dexterity or Strength, so Reflex saves use the higher of those two abilities. And usually characters care about only one of Intelligence, Wisdom, or Charisma, so Will saves use the highest of those three abilities.
ReplyDeleteMy goal isn't to make every stat important for every character, because that would lead to every character having a similar stat distribution. Instead, my goal is to let characters dump almost any stat (except Con, but everyone needs it for hit points already) and put points only into their favorite stats, and still be viable.
Plus, I think it makes a little more sense. You can't reason your way away from a fireball or survive toxic gas with your muscles, but strength can help you leap away from the fireball and a smart character could realize someone is trying to charm them.