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| #1RamzourJul 04, 2014 15:56:35 | I love most things about 5e, but I was really disappointed to see that the saving throws are still not distributed very well (at least in the spells). Therefore, I am bringing back a houserule that I implemented to great success during the playtest. This house rule makes the six Ability Saves make more distinct.
If you read through "Using Each Ability" (Basic Rules, Chap 7, pg 59), you'll see definitions for each of the six ability scores. By directly following these definitions, we can easily extrapolate which kinds of effects belong under which ability score. The following are my new definitions for saving throws.
(Note: If a spell is listed in bold, it means the saving throw for the spell changed to reflect my new definitions.)
Ramzour's Six Ability Save System
Strength: to resist any effect that forcefully moves, restrains, or paralyzes you.
Dexterity: to avoid area effects; to dodge projectiles or rays; to maintain your balance.
Constitution: to resist effects that target your Health or Body; to resist Cold effects; to maintain your Concentration.
Intelligence: to see through illusions; to avoid being tricked or confused.
Wisdom: to resist Fear effects; to resist Psychic damage;
Charisma: to resist Charms, Enchantments, and Compulsions. Also to stay connected to your Plane.
Implications of these changes to saving throws:
Hope you like my changes! |
| #2THEMNGMNTJul 04, 2014 17:19:37 | Looks good to me! |
| #3souldoubtJul 04, 2014 17:46:21 | Very similar to what I've done, although I didn't map things out the same way. I did the same thing you did with Strength saves. Because illusions fool the senses, I have Wisdom (as perception/insight) more associated with discerning illusions (though Int can still play a role in this) and recognizing deception (Charm Person and Suggestion). I have Charisma (as force of will) resisting fear; I don't really see Wisdom doing that. Other than that, along the same lines.
The way the classes work out in your break-down does make sense though. I may have to reconsider my own work in this light. |
| #4Nesian42RyukaielJul 04, 2014 18:11:17 | Yeah, this should have been like this... Oh well, at least we can still hope as for the PHB for other spells, right? |
| #5spelleyJul 04, 2014 18:15:43 | Pretty much what I assumed they would have been, and how I will houserule it personally. |
| #6LupusRegalisJul 04, 2014 18:19:20 | You do come up with some very useful houserules, Ramzour. This is something I'll probably adapt myself for my games.
I almost wish we didn't disagree on so much, so often. |
| #7LucienderJul 04, 2014 19:32:47 | I really like this. |
| #8DevilbassJul 04, 2014 20:59:46 | This is much closer to what I was hoping to see, and I will likely use your work as a guideline in determining saves in my game. Thanks Ramzour. |
| #9Cyber-DaveJul 04, 2014 21:15:39 | I will be using this. Quick question though: would hold person count as forceful paralysis? It isn't an evocation spell or transmutation spell. It doesn't summon energy that binds a person or turn the air around them into something solid. It is an enchantment spell (like Charm). As such, shouldn't it be resisted by Charisma in your schematic? |
| #10edwin_suJul 04, 2014 21:11:44 | When they first talked about 6 saves in the playtest i wonderd for a while if they should use saves more like they curently did adn do.
For example if a creature wants to ush you out ofthe way. it is a oposed strength check in the curent rules. But I could imagine a system where the defending side of that oposed roll would use a strength save instead of just a strengt check i prevent being pushed.
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| #11NicodaudelJul 04, 2014 21:12:39 | +1 - Excellent work, Ramzour. Thanks for taking the time to share! |
| #12FFSAAJul 04, 2014 21:29:11 | For me the main problem with the save system is the all or nothing aspect of it. You see this with CC and SoD effects and it causes a lot of problems on both the PC and NPC side.
I'd rather the save system left alone or be made simpler, rather than more complicated, unless being made more complicated adresses the all-or-nothing problem.
For simpler you could break it into 2 saves, mental and physical, using the median value of the 3 mental and 3 physical stats. Leave it to DM option or specific effect to target a specific attribute.
With your system there can be a lot of overlap for instance. Is an illusion of a dragon in the distance a fear effect or an illusion? Is a paralyzing poison a poison or a paralyze effect? Is a spell that summons ropes a dodge or a restrain? How is your mind being pummeled by psychic damage different than it being forcibly changed with charm and compulsion? How are neurons being shoved around for compulsion different than a raw fear effect that also directly shoves neurons around?
3E picked REF, CON and WILL to break things down for dodging, withstanding and... stuff in your head. Maybe picking a single stat to represent them wasn't the best, but overall the system did okay to represent the various things that could be inflicted on a PC. |
| #13setiJul 04, 2014 21:45:48 | This is a good idea, and they should have done it.
I'll take the lazy DM way out, however...Just re-institute a fort/ref/will system like 4e. Then, I don't have to think too much about spells, more PHB spells, splat book spells, and all the non-PC wierd monster abilities we'll be seeing in the MM(s).
Now if I can mitigate all the encounter/daily caster damage on a miss easily, I'll be happy. |
| #14dariusJul 04, 2014 21:47:21 | Rays are inconsistent in the Basic D&D spell list. Disintegrate is a dex save but Ray of Frost is a ranged spell attack. Disintegrate should be a ranged spell attack and a Consitution save if it hits.
Hold Person seems more like a mental paralysis than something restricting your movements physically.
I agree with the connection between Wisdom and psychic damage. I feel like Wisdom should be used when the psyche/soul is attacked too. With that in mind I would make a case for most things causing radiant damage to use Wisdom, since it "overloads the spirit with power". For example, spells such as Guardian of Faith and Sacred Flame.
Seems a bit inconsistent that spells that cause cold damage only would target Constitution. Why not lightning also? If the damage done by one area of effect spell that does straight energy damage (fire, lightning) can be lessened by dodging out of the way, why couldn't it help with another (cold).
I don't know if any spell that has some influence over someone's actions should be Charisma. Maybe just spells that force someone to perform an action, like Command and Dominate spells. Charm/Suggestion spells seem a better fit with Wisdom, since they do allow you to make your own decisions, even if they are directed in some way.
Otherwise all the OP's suggestions make sense to me. |
| (Reply to #14)AaronOfBarbaria |
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| #16GhostStepperJul 04, 2014 23:18:50 | If we're having a saving throw system instead of defenses, i'd rather just go with a combo of 3e and 4e:
3 Saves: Reflex (Dex or Int), Fortitude (Con or Str), Willpower (Wis or Cha)
Simpler, less people with a +0 save for their whole career and super easy to adapt to all existing spells and attacks. |
| #17Hurin88Jul 05, 2014 0:21:34 | To me, your system is clearly superior to the system in the starter set. Thanks for that, Ramzour. |
| #18RamzourJul 05, 2014 0:34:37 | Thanks everyone for your support! I really want to play 5e as close to RAW as possible but the saving throws are one aspect that really feel like a let down to me. I guess the nice thing is that the system is fairly easy to house rule. Once you understand the defintions for the different saves, it's pretty simple to modify the RAW saves to these new ones.
Like I said in my OP, I tried this method out during the playtest and it worked fantastically. Here's hoping the devs are listening.... |
| #19RamzourJul 05, 2014 0:38:32 |
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| #20RamzourJul 05, 2014 0:39:39 |
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| #21RamzourJul 05, 2014 1:00:53 |
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| #22RamzourJul 05, 2014 1:05:13 |
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| #23RamzourJul 05, 2014 1:15:43 |
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| #24RamzourJul 05, 2014 1:20:48 |
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| #25pauln6Jul 05, 2014 1:29:41 | Very nice - sets out what i was planning to do in a very clear way. However, I was toying with the notion that influencing behaviour using charms should be wisdom because it's subtle and you have to notice the influence, while riding roughshod over someone's will like domination or suggestion should be charIsma but I think your system is pretty good as is. |
| #26RamzourJul 05, 2014 1:44:11 |
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| #27RamzourJul 05, 2014 1:48:17 |
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| #28RamzourJul 05, 2014 1:49:59 |
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| (Reply to #27)pauln6 |
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| #30SiphershJul 05, 2014 2:28:33 | I love how modifying 5e is this simple, straightforward, transparent and clean.
Also, it would be nice if someone could explain why saving throws are not like this already. There must be some kind of a concept behind the way it is in the RAW. |
| #31RamzourJul 05, 2014 2:41:08 |
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| #32RamzourJul 05, 2014 2:44:38 |
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| #33pauln6Jul 05, 2014 8:05:34 |
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| #34FFSAAJul 05, 2014 9:55:30 |
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| #35kill_the_wiz_firstJul 05, 2014 9:57:30 | Ramzour, you always come through with something awesome to add. |
| #36RamzourJul 05, 2014 10:44:19 |
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| #37RamzourJul 05, 2014 10:44:48 |
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| #38tehsquirrelyJul 05, 2014 12:56:58 | I quite like it, it reminds me a bit of 2nd eds battery of saving throws each character had, expect there aren't any horrifying ones like "save vs death." |
| #39RamzourJul 05, 2014 13:33:14 |
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| #40The4gotNdeathJul 07, 2014 22:59:25 | I was wondering if i could get some feedback on a defensive houserule a friend and I came up with. We had both agreed that armor should reduce damage, not let you dodge attacks. The arguement was that characters with unarmored defense were superior to characters with heavy armor until they could save 5000 gold for plate armor. We decided to try and change this by implementing what we dub the AC modifier. Basically you calculate your AC mod the same way you do your other stat mods (score - 10)/2 and the add a bonus of 0-3 based on your armor (0 for unarmored, 1 for light armor, 2 for medium armor, and 3 for heavy armor). Basically you use your AC mod in the same way as the Heavy Armor Master feat, and reduce any bludgeoning, piercing, or slashing damage by your AC mod (feel free to disallow use of the heavy armor master feat when implementing these rules). For instance a monk with 20 AC via unarmored defense would get an AC mod of 5 [{(20-10)/2}+0], and a fighter with 18 AC and heavy armor would have an AC mod of 7 [{(18-10)/2}+3]. We felt that this was a good representation of the way actual armor works, by blocking damage instead of letting you dodge attacks.
It should be noted that when we use these rules we also use the rule that attacks that normally target AC target DEX instead. (We believe that the ability to dodge a dodgable attack should be based on your Reflex/Agility, and that since characters with heavier armor are less likely to be high in this stat it was a fair trade off for reducing more damage than lower AC characters)
Feedback would be greatly appreciated, and I hope that some of you guys find these rules at least good enough to try. |
| #41LagueppeJul 07, 2014 23:46:37 | Nice suggestion Ramzour. It truck me as realy odd that a spell like Maze didn't use Int Saves instead of Int Checks!
While I really like the conceptual idea of using al the ability saves, one problem I see is that it makes it even easier for an enemy spellcaster to target your weakest save.
I kind of liked the idea seen in trying to resist Grappling or Shoving : it allows you to use either Str (Athletics) or Dex(Acrobatics). What do you think of using the skill proficiencies directly instead of the save proficiencies?
So the upshot would be someting like this:
Effects that physically manipulate you: Str(Athletics) or Dex(acrobatics) Dodgeable effects : Dex(Acrobatics) Poisons, disease, cold, fatigue, death : Con (Fortitude) i.e. Con Save becomes a skill. Could also be called endurance Maze spell : Int(Investigate). Kind of unique in this respect. Illusions: Int(Investigate) or Wis(Perception) Charms and Confusion: Wis(Insight) to tell you that said charm is maybe not in your best interest Compulsions and Fear: Wis(Insight) or Cha(Intimidate) - show that influence trying to take over your brain that you are scarier than it!
These could even be combined. So Cone of Cold, for example, could allow you to make a Acrobatics or a Fortitude save.
The one downside here is that it might take some time to figure out what the relevant bonuses are, especially for monsters. |
| #42akaddkJul 08, 2014 0:25:48 | I like it and want to subscribe to your newsletter.
Also, I will be moving my bookmarks to reflect this new preference. |
| #43RamzourJul 08, 2014 1:22:46 |
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| #44RamzourJul 08, 2014 1:32:47 |
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| #45RamzourJul 08, 2014 1:40:27 |
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| #46Jaguar451Jul 12, 2014 19:58:16 | Great stuff. Thanks. |
| #47Joe_the_RatJul 23, 2014 5:03:56 | A more sensible, or at least better distributed division of saves. I'm wondering if they forgot what they were doing when they were penning the current versions of the spells - particularly all of the "Check to End" ones. It also strikes me that having spells that allow repeated saves could just as easily be written to require a different save to end the effect. Such as Web: Dex Save to Avoid, Strength Save (not Check) to Break Free. Saves being part of text rather than general spell block makes this quite easy.
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| #48RamzourJul 24, 2014 2:09:18 |
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| #49ivstinJul 26, 2014 4:55:27 | Crap.CRAAAAAP.
There's a problem here.
I like this houserule better than what is written in the manual.
CRAAAAAAP. I'm going to have a loyalist aneurism.
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| (Reply to #49)Siphersh |
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| #51RamzourJul 26, 2014 6:50:50 |
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| #52cranebumpJul 26, 2014 13:13:55 | I'd mechanize it: Fort=STR+CON REF=DEX+INT WILL=WIS+CHA
Then just bump the DC's by 5? |
| #53Xeviat-DMJul 27, 2014 2:01:09 | Since players/monsters get to use their best score for attacking, generally speaking, then why not set up effects to allow targets to choose how they're going to resist them? It might not be too difficult to go through effects and decide what score is for avoiding the effect and which is for forcing through it. For physical things, Dex would be for avoiding, and Strength would often be for resisting (like a grab; you can either try to avoid the grab or you can simply overpower the grab). It might be difficult to set it up, but it could allow for a dynamic and active defense system (which I've often thought would be great in D&D, to get players to pay attention when it's not their turn).
But Ramzour, your 6 categories are great. I'd allow some bleed over (since Hold Person is Enchantment, I'd allow it to be a Cha save), but I'd try to avoid it as much as possible. |
| (Reply to #52)Xeviat-DM |
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| #55RamzourJul 29, 2014 23:01:57 |
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| #56RamzourJul 29, 2014 23:05:11 |
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| #57CennediJul 29, 2014 23:16:21 | What Ramzour describes is pretty much how it is done in castles and crusades. I like it. |
| #58RamzourJul 29, 2014 23:37:05 |
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| (Reply to #58)Cennedi |
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| #60AavariusJul 31, 2014 4:01:34 | Ramzour, this is great work. I only wish this was how the saves worked in the rules as written.
I have one nitpick, however. It's always bothered me that Concentration is tied to the Constitution ability score. To me, concentration is a mental thing, especially since traditional Vancian spellcasting was so much about having the mental faculties to hold the complexities of a spell in your mind. Since Wisdom isn't the one-stop mental defense in your system, I feel like concentration makes the most sense being a wisdom thing now.
The neat thing is that 5th edition makes it easy for both of us to be right about where concentration is placed at our respective tables. |
| #61tallric_kruushJul 31, 2014 8:01:05 |
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| #62MechaPilotJul 31, 2014 18:44:11 |
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| #63RamzourAug 01, 2014 2:11:48 |
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| #64RamzourAug 01, 2014 2:17:43 |
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| #65RamzourAug 01, 2014 6:38:07 |
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| #66Goober4473Aug 01, 2014 7:18:39 | I used the playtest version of these rules, and will continue to use them as I transition into the full rules. |
| #67RamzourAug 02, 2014 11:19:37 |
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| #68mboss77Aug 02, 2014 19:24:19 | I put together a spreadsheet for your system Ramzour. It is fairly rough, but maybe someone can do something more impressive with it. I provided a couple of spreadsheets (excel,numbers), a CSV and a PDF. I listed all the Basic spells with User (Wiz/Cleric), Level, School, and Save. Feel free to update and make changes if I made any mistakes. Here's the link Ramzour's Save System. Enjoy! |
| #69RamzourAug 03, 2014 13:22:47 |
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| (Reply to #69)mboss77 |
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| #71Di_BastetAug 24, 2014 11:27:27 | Hey ramzour, any changes in this with the release of phb? Other spells that need changing? |
| #72RamzourAug 25, 2014 15:08:23 |
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| (Reply to #67)Goober4473 |
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| #74RamzourAug 26, 2014 10:34:43 |
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| #75Di_BastetAug 26, 2014 15:10:27 | Well, if you won't update this anytime soon then I have a lot of work to do. But thank you for your system anyway |
| #76RamzourAug 27, 2014 2:03:20 |
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| #77Viper3220Oct 02, 2014 22:14:28 | Brilliant. Bookmarked. |
| #78RCanineOct 03, 2014 7:26:50 | Wow, I'm really greatful that someone necro'd this thread because I missed the original. This is brilliant and I wish it were easier to actually implement. Much hugs if someone goes through the PHB and makes a list of updates. |
| #79RamzourOct 09, 2014 7:09:51 |
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| #80Greenstone.WalkerJan 08, 2015 21:08:41 |
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| #81ScuroNotteJan 09, 2015 4:29:53 | I do agree that saves should be equally distributed among the 6 attributes, but wouldn't this weaken some spells themselves. Monsters are innately strong. Making the Hold spell a Strength save would most likely cause them to save, thus negating the benefits of having the spell. |
| #82melloredJan 09, 2015 5:38:04 | I just never understood how you use Dex to dodge a fireball, without moving.
IMO: If you succed on a Dex saving throw, you get to move 1' per save (so rolling a 15 let's you move 15'). Letting you actually get out of the way. And it gives more tactical consieration to where you attack. A kobold sitting at the edge of a blast is much more likely to avoid it then one sitting in the middle. |
| #83RCanineJan 09, 2015 8:19:41 |
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| #84melloredJan 09, 2015 8:42:07 |
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| #85RCanineJan 09, 2015 19:07:25 |
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| #86RamzourJan 20, 2015 8:19:47 |
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| #87RamzourJan 20, 2015 8:26:32 |
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| #88RamzourJan 20, 2015 8:31:34 |
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| #89RamzourJan 20, 2015 8:34:11 |
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| #90Igfig2Mar 15, 2015 21:00:53 | I just wanted to let you know that my group has been using this system for a few adventures now, and it's just been so great. Six Saves blows the default system out of the water. Thanks!
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| #91RCanineMar 15, 2015 21:12:06 | I increasingly think this should be stickied. |
| #92RamzourMar 19, 2015 1:45:33 |
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| #93RamzourMar 19, 2015 1:46:45 |
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| #94RCanineSep 21, 2015 1:29:38 | @Ramzour this is one of my all-time favorite posts on the forums. It's already archived via the wayback machine, but I'd love to have your permission to repost it elsewhere once these forums go the way of the mastodon. |
| #95RamzourSep 23, 2015 3:17:49 |
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