In D&D, how vital is it to have a character who can't force saving throws on the enemy? Should every character have at least one ability that does forces a saving throw or is the bonus to hit simply enough?
If a character has no saving throw abilities and only uses attacks with a to hit modifier, how much weaker will they be against an enemy with high AC when they could be using saving throws?
The more characters on your team that can target saves, the faster you'll burn through a tough enemy's Legendary Resistances (or just plain get them to fail one) to stick something debilitating. So everyone having at least one ability like that is good, so long as the ability is worth its cost.
"How much weaker" is a difficult question to answer in a vacuum though.
The more characters on your team that can target saves, the faster you'll burn through a tough enemy's Legendary Resistances (or just plain get them to fail one) to stick something debilitating. So everyone having at least one ability like that is good, so long as the ability is worth its cost.
"How much weaker" is a difficult question to answer in a vacuum though.
Yeah, it depends a little on the save effect- most DMs won’t spend an LR just to make a save on something like nonlethal damage or being grappled- assuming grappling is possible. Even being knocked prone depends on the initiative order. If you’re a Fighter or Barbarian, I wouldn’t sweat it. Just focus on tearing chunks from the enemy’s HP. If you happen to have a save option that looks good, go for it, but there’s no need to go out of your way to look for one.
I do like the idea of having different avenues to attack. I just started a Warlock, so EB which uses an attack roll is his main source of damage. I'll also take Mind Sliver and maybe Frostbite in case the opponent has a high AC.
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In D&D, how vital is it to have a character who can't force saving throws on the enemy? Should every character have at least one ability that does forces a saving throw or is the bonus to hit simply enough?
If a character has no saving throw abilities and only uses attacks with a to hit modifier, how much weaker will they be against an enemy with high AC when they could be using saving throws?
I've read this several times, and I am not understanding the question at all. Can you re-write your question in a different fashion?
The more characters on your team that can target saves, the faster you'll burn through a tough enemy's Legendary Resistances (or just plain get them to fail one) to stick something debilitating. So everyone having at least one ability like that is good, so long as the ability is worth its cost.
"How much weaker" is a difficult question to answer in a vacuum though.
Yeah, it depends a little on the save effect- most DMs won’t spend an LR just to make a save on something like nonlethal damage or being grappled- assuming grappling is possible. Even being knocked prone depends on the initiative order. If you’re a Fighter or Barbarian, I wouldn’t sweat it. Just focus on tearing chunks from the enemy’s HP. If you happen to have a save option that looks good, go for it, but there’s no need to go out of your way to look for one.
I do like the idea of having different avenues to attack. I just started a Warlock, so EB which uses an attack roll is his main source of damage. I'll also take Mind Sliver and maybe Frostbite in case the opponent has a high AC.