Now then... We have partly settled the matter of saves vs really high stats - that being said, if anyone has another thought on the matter, by all means post that sucker in here. But I'm gonna drift on this one a little - hope you can forgive the indulgence.
A long time ago, a guy named Gary Gygax wrote a book about Role-playing. In it he mentions that many players and GM's have the rules committed to memory, and fully understand each rule, but that they fail to see how all the rules work together to form a complete game system.
In the real world, I know how a hydraulic pump works, I know what flaps do, but unless I can put the system together, I can't "see" how flaps actually function. And how a problem with one can cause a problem with the other (it gets even better when we delve into wing de-ice and cabin pressurization systems).
I believe that the normal tendency to see how one aspect of the rules works, without seeing how it fully effects the game is partly at the heart of some player's issues with the 5% auto fail/succeed on saving throws. Remember that for every "higher" stat, your character gets some kind of benefit (Accuracy, damage, healing rate, HP, power, movement, Inventing %, etc...). These many benefits tend to balance the 1:20 / 5:100 chance of failing a saving throw. When we add modifiers to saving throws, it gets even more "interesting". Let's say that there is a REALLY complex techno-thing on a wall that must be calibrated... Well, it's really hard, so there is a -20 modifier on the saving throw VS INT. A character with an INT of 20, has a 5% chance of succeeding, which is not so great, but another character with an INT of 40 still has a 95% of calibrating the really complex techno-thing. Sure without modifiers the two characters have the same odds of success, but even smart guys have "bone head" moments (turns out Stephen Hawking had one - and it was published). And hey, we've all seen Olympic athletes fail, fall, miss, and generally screw up (like the boxer who forgot to set his alarm clock and missed his bout!) - and that event is what they have dedicated their LIVES to - why shouldn't a Vigilante have a stupid/clumsy/weak moment?
But wait! there's more!
In order to give "unpowered" characters a chance at making a save, there is always a 5% chance that (no matter the real odds) a character will make a saving throw. Most of us see that as almost negligible, but we also see the same odds of failing as a problem. If saving throws were all we used our stats for, I would agree - it's an issue. But our characters' stats effect so many things beyond simple saves. If we, as Ranger said, "ROLL" play, instead of "ROLE" play, the issues we see due to isolation of one rule from the game as a whole only multiply, and the game begins to fall apart, or become a different system, and if you really want to play Mutants & Masterminds or Icons, then play those, but don't call these games V&V.
It is my opinion that the 5% rule on saves is a role-playing mechanism that keeps game play interesting. After all, how interesting is an adventure when you know your character will never fail an AGL or INT save, and cannot be harmed by non-god-level weapons? Yawn... Theodore Roosevelt made a great speech about failure. In it he says that what makes a great man "great" is not that he never fails, but that he never stops trying. A hero who never fails is a god - not all that interesting to play. What is far more interesting (and makes for better story-telling and therefore gaming sessions) is overcoming failures or stumbling blocks. This is common in comic books, novels, TV, movies - it should also be in our games. That 5% failure/success almost forces the GM to tell a better story.
These as just my thoughts on the matter. As always I welcome ya'll's thoughts as well.
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