We’ve been chatting internally about a system called Tenacity, and we’re a bit divided on whether it’s something we should implement. Irongron suggested we gather community feedback, so we're sharing it here. Below, in quotes, you’ll find the original proposal laid out in detail.
Proposed Save System Adjustments
1) Enable Tenacity – Ongoing Saving Throw Rolls
When a character is affected by a debilitating effect (such as Fear, Daze, Stun, etc.), they automatically reroll their saving throw each round against the original DC for the duration of the effect.
If a stronger version of the same effect is applied (e.g., a more intense Fear effect), the DC adjusts accordingly.
Each failed reroll grants a +1 bonus to the saving throw type associated with the effect.
Example: If a character fails a save against Fear, they gain +1 to Will saves on each failed reroll.
Once the effect ends, all reroll bonuses are removed, and the character gains a temporary, non-stacking bonus to the related saving throw for 5 rounds. This helps prevent chain crowd control (CC) locking.2) Adjusting Save-or-Die Mechanics
Example: Finger of Death
Current: The target must make a Fortitude save or die. On a successful save, they take 3d6 damage + 1 per caster level.Proposed Change:
Instead of a flat (3d6 + 1 per caster level), improve the base scaling.
Introduce percentage-based HP damage on a failed save, ensuring the spell feels impactful without making it an all-or-nothing mechanic.
This allows for more balanced and engaging gameplay while maintaining the core 'Save or Die' theme.3) Adjusting Save & Spell DC Balance
With Tenacity in place, characters have a fairer chance to break out of CC effects rather than being permanently locked down.
Lower overall saving throw bonuses or increase spell DCs to reflect this change.
Since saving throws are rerolled every round, excessively high saves are no longer necessary for CC defense.
Even being locked down for a single round is still impactful, allowing casters time to reposition or follow up with another spell.4) Removing Absolute Immunities (Reworking Freedom of Movement)
Absolute immunities should be phased out in favor of active counterplay.
Example: Freedom of Movement
Instead of making a character permanently immune to movement-impairing effects, it should function similarly to Remove Fear:
Instantly removes all movement-hindering effects.
Prevents new movement-impairing effects for 3 rounds.
Grants a long-term Reflex save bonus vs. movement effects.
This keeps counterplay options without completely negating an entire class of debuffs.A potential further improvement could involve implementing tiered effects based on how severely a saving throw is failed. However, since this would be a much larger systemic change, it may feel overwhelming to implement. As such, the proposed adjustments should serve as an effective stopgap to quickly enhance mage effectiveness while maintaining a clean and streamlined system.
Following this link is a video demonstrating Tenacity in action. https://streamable.com/44c3c8
We’d love to hear your thoughts, questions, and concerns!