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Going through the spell list, there's an awful lot of spells that are incredibly funny in the context of bedroom pastimes, here, let's assume it's heroism and Bear's Endurance.

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[-] ahdok@ttrpg.network 3 points 2 years ago

I'm afraid this isn't really accurate either. Most of the saves to avoid "being NPCified" (e.g. Vampire charm, Aboleth mind control, dominate person) are wisdom saves.

In 5e, it's safe to assume the default mental save is Wisdom. 90% of mental save effects target Wisdom, and if you're wondering which mental stat to buy resilience for, Wisdom is a clear winner.

If it's a "figure something out" effect or a contest of intelligence, it'll often an INT test, but those are rare. Good examples are piercing illusions, or things like trying to mentally force someone out of your minds (the detect thoughts intelligence contest)

Charisma tends to also be rare, but which things are CHA saves are all over the place, almost arbitrary. Effects that require a mental save but would have a physically debilitating effect (such as divine word, or the jumpscare attack of ghosts) are sometimes Charisma, and those are the most common appearances of it. Feeblemind, which drains your intelligence, is a charisma save for some weird reason. Zone of Truth is a charisma save...

It's not really well defined metaphysically, and I'm not sure there's any directed intention in the design plan here (at least not that I can tell.) - Charisma saves do commonly mean the effect is going to be really bad though...

this post was submitted on 11 Jan 2024
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