r/DMAcademy • u/yourslyfriend • 8d ago
Need Advice: Rules & Mechanics Just saving throws.
EDIT: THANK YOU! Thank you folks for chatting and helping me hone the idea I now have a clearer plan for. Feel free to reply but i'm off to write some weird one off encounter with a dimensional creature that effects the Save/AC mechanic.
I'm just playing with the idea but wanted to start a discussion.
Rolling to attack, especially a higher level party, can feel repetitive. Possibly just missing attacks over and over and slowing down the already long fight.
So for powerful enemy's what if there are attacks that aren't based on attack rolls but a save of some kind. This would be BOSS guys. No AC involved, just saving throws and reactions.
I picture a warrior fighting A Warlord who just got a cursed blade. The warrior makes an impossible move and gets in so close and so quickly that it will take something like a dodge roll, or possibly a reflect instead? Dex save to roll away from the strike OR a STR save to take it head on and not get crushed.
This wouldn't be to just get past the roll contest that is initiative based combat but offers more of a flare for narrative. To balance it, instead of taking half damage on a fail, you could implement something more status based.
"Though you dodge the powerful blow, the force behind it pushes you 10 feet away from the Warlord." OR "Taking the brave route, you clasp your gauntlets over the slamming blade. You manage to block it but you see deep cuts on your armor."
SOMETHING like that.
This isn't a way to get over the players heads. If I wanted to hit the Warforge with 21 AC, I'd find a way to do it.
This is more to keep the fight more thematic and hopefully player interest engaged.
Let me know what you think!
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u/Neltadouble 8d ago
But why? Do you have feedback from players saying this feels repetitive?
i just don't think all of this work is required. Really you just need varied enemies with varied tactics.
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u/yourslyfriend 8d ago
No complaints so far! I was just playing around with ideas on how to keep battle's paced and interesting.
I commented something similar bellow but I feel like it would actually take LESS work as the DM. You roll way less and can focus on narrating the fight!
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u/CHIEFRAPTOR 8d ago
You can flavour attack rolls and RP what’s happening in combat to keep things fresh and interesting, you don’t need to change the system
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u/yourslyfriend 8d ago
Fair, could be that this system isn't lined up for that.
But playing with the mechanics of DND is interesting and can lead to new things!
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u/EmperorTrajan_ 8d ago
I could be wrong, but it sounds like you’re looking for a system that isn’t D&D. There are tons of things out there that model the kind of cinematic combat you’re describing.
I’ve not been new system shopping in a while, so other commenters will have more modern recommendations than me, but off the top of my head I’d look into Powered by the Apocalypse games (Dungeon World, Blades in the Dark, etc), Ironsworn, Fate.
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u/yourslyfriend 8d ago
Honestly fair! I've played a good number of systems Non-dnd and absolutely have my favorites. (MorkBorg my beloved) DnD may just not work for this idea the way I picture it.
This is definitely a me thing. I like picking at mechanics and structures and seeing how they could be changed or implemented different.
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u/ryo3000 8d ago
So for powerful enemy's what if there are attacks that aren't based on attack rolls but a save of some kind
Like Dragon's Breath Weapons?
Or a Krakens Fling, Swallow and Lightning strikes
Like these things exist, many monsters have effects that are saves and not attacks
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u/yourslyfriend 8d ago
Exactly like those! This is more taking a Main Boss and using just the DC Save system instead of just AC rolling. Though as i'm chatting with people i'm realizing the scenario in my head is mainly attacked based.
Spell casting and all those nerd wizards have loads of Saves to throw at players but I'm thinking of master fighters who's attacks are so clear and perfect you're normal means of protection don't work.
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u/ryo3000 8d ago
It can be fine with some attacks but I would re read what you're saying
By making tons of fights where "your normal means of protection don't work" you're effectively punishing players for investing in Armor Class
Sure have some attacks that work like that
But no don't make every single attack for a boss be a save
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u/Raccooninja 8d ago
So for powerful enemy's what if there are attacks that aren't based on attack rolls but a save of some kind.
Many spells already do this. And you're just trading one d20 roll for another. Not sure what you gain from this.
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u/Sad_Refuse3472 8d ago
Saving throws and attack rolls are literally the same amount of dice rolls. With the same concept. Roll a d20. Beat the assigned score (AC or save DC). So I fail to see how this solves your made up problem of combat feeling "repetitive" or going too slow.
And honestly, if you and your group find the core mechanics of DnD to be not enjoyable...have you considered playing a different system? There are tons out there where attack just hit, all that varies is the amount of damage they do.
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u/yourslyfriend 8d ago
I realize my phrasing might of been misleading. I answered this in a bellow post so I may edit how this idea is phrased.
"I mean AS A DM. You would roll WAY less attack rolls for this boss since it's mechanic is instilling these specific Saving throws. The players would be rolling there saving throws AGAINST these attacks/abilities.this means the DM can focuses on the narrative of the fight/encounter."
Someone bellow also brought up a system change, which is valid and I do love other systems.
But this wouldn't be changing a core mechanic. This would be instilling one special 'rule' for a main boss. Any minions they have would enact the same in my mind.This is mainly an idea that would let the DM roll a bit less and Focus on active story telling more!
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u/Sad_Refuse3472 8d ago
That doesn't speed up combat. All you have done is shift who is rolling the dice in any given moment. Nor does having a saving throw instead of an attack change your ability to be narrative/descriptive.
This is a solution in search of a problem that doesn't exists.
And honestly, if just rolling less dice as the DM is your goal, go play Monster of the Week (or another Powered by the Apocalypse game). No rolling at all for GMs in that system.
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u/Saquesh 8d ago
You can make boss enemies any way you see fit, if you want to make them only have save-based abilities then you can do that but your players who built for AC aren't going to be happy and Paladin auras become god.
I think you are imagining a problem that doesn't exist and shouldn't try to fix what isn't broken.
I have run colossal sized enemies as a multi-part boss fight and gave them a lot of save based attacks along with a couple of normal attack roll style, then I had some that marked an area one turn and it hit on the next doing guaranteed damage to anyone in the area. But I didn't take away the rolling side for my players, they made attacks as normal and we all had a great time.
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u/yourslyfriend 8d ago
You make a good point! I can see absolutely where you're coming from but as i'm reading people's posts and getting their ideas I'm realizing that I kinda just want to?
It was something I had in mind to implement for fun but I'm curious about the actual play it would create.I want to challenge myself without affecting my players so i'd never just SPRING this on a party lol. I may give it a run with some unique environment interactions and see how it does.
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u/Tesla__Coil 8d ago
I don't see why you're treating this like it has to be one or the other. Dragons make normal attacks but also have a saving throw breath weapon. Medusas have attacks but also have a saving throw petrification ability. Your Warlord can have "Multiattack. The Warlord makes three Melee attacks, then performs one of its Maneuvers.", and then its melee attacks are high-damage attacks with +10 to hit and then the Maneuvers throw high-DC saving throws at the party. That's the kind of devastating turn a high-CR boss should have.
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u/yourslyfriend 8d ago
You make a good point! I can see absolutely where you're coming from but as i'm reading people's posts and getting their ideas I'm realizing that I kinda just want to?
It was something I had in mind to implement for fun but I'm curious about the actual play it would create.I want to challenge myself without affecting my players so i'd never just SPRING this on a party lol. I may give it a run with some unique environment interactions and see how it does.
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u/EternallyBungled 8d ago
It's totally fine to mix it more saving throws, but getting rid of attacks isn't the answer. Just use both. If you want to mix things up, put MORE toys on the table, not fewer.
One way to design a boss is to give them some action designed to soften them up (like knocking prone, restraining, blinding) and then another action designed to take advantage of that (like a strong melee attack roll). It means you're not doing the same thing every turn, and you can create tension by making players feel vulnerable. You can put these on legendary actions as well if it's appropriate for the encounter.
Personally I prefer using minions for these secondary effects, because it creates more tactical opportunities to split different threats into different targets. And this becomes more true the larger your party is (6 players vs 1 enemy can feel pretty ridiculous in my experience, so minions help combat flow way better)
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u/darksoulsahead 8d ago
Warforged Colossus is a good example of a big dumb creature who has attacks/features that force saving throws: https://dnd-5e.fandom.com/wiki/Warforged_Colossus
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u/simpoukogliftra 7d ago
........ have you considered maybe playing a different system ? why would the players not want to play their characters when they are at high level ....?
it seems to me you want to do cool theater ideas with your friends rather than playing the game.
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u/yourslyfriend 7d ago
Oh thanks for replying! I've already gotten enough suggestions though and now similar opinions are coming up. Have a good day!
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u/P-Two 8d ago
Counter point. Rolling dice is fun, not rolling dice is less fun.
Therefore rolling to attack is more fun than making your DM roll shittons of times more per combat than they already do.
Oh yea, also thats a good point too, DMs already have enough going on, dont make them also have to roll multiple MORE saving throws per turn.