I haven't read the 5e Monster Manual or spell descriptions that closely yet.

I haven't read the 5e Monster Manual or spell descriptions that closely yet. What are the min/maxxers favorite stats to have saving throw proficiency in? What do saves with Strength, Intelligence, and Charisma involve?

Comments

  1. Let's get some pro min-maxxers in here: Stephen Holowczyk do you have opinions?

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  2. Dex and Wisdom tend to be important. Strength comes up a lot with breaking free of physical effects (entangle and stuff like that). Haven't seen many Int saves really. But maybe they're in there.

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  3. Hello, friend.

    The strength, intelligence, and. Charisma are a mishmash of bullshit that you never take proficiency in using a feat (although there are some bad ones that suck to fail). There's just not enough of them.

    That leaves dexterity, constitution, and wisdom. Dexterity is like 99% "save and take half damage" stuff, so while common, it isn't exactly nasty. Wisdom and Constitution are the saves that are like "save or die", "save or get diseases", "save or get mind-controlled."

    Those two are worth burning a feat for.

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  4. That "burning a feat" part is exactly what I wanted to know. The Warlock I'm making is already proficient with Wisdom, so instead of taking Resilient, I'll take Observant. I wasn't sure if mind-control stuff had been shunted to Charisma saves or not.

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  5. There's a few that are IIRC but it's still mostly Wisdom.

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