Let’s start with my broadest objection: I like the old categories better. Part of that is because the old system names warn players about unexpected dangers in the game. They specifically do not include mundane dangers, like falling. The new system names are general actions and provide no special clues. Players should already know that their characters can dodge or resist urges, so a Reflex or Will save tells them nothing.
A more specific objection: having a Will save tells players they can resist magic by being strong-willed, instead of avoiding magic through luck, destiny, divine favor, or even a bit of magic of your own. My first rule of saving throws is: You escape supernatural dangers by supernatural means. If there are mundane means to avoid magical effects, such as diving into a river to escape a fireball, the mundane effect almost always works in marginal cases. Saving throws are meant for exceptions, not ordinary consequences of actions.
My second rule of saving throws is even more relevant: You play your character. The GM doesn’t play your character. Your character behaves the way you say your character behaves. Having a Will save tells players (and some bad GMs) the opposite: that you can lose control of your character if you fail a save. “You said your character is abrasive. Make a Will save or your character starts insulting the baron.”
In broader cases, like falling asleep because you are tired, I don’t allow a save if there is a mundane action that can solve the problem. If you are tired, sleeping will fix that. If you, the player, choose to have your character skip sleep, then your character is tired and suffers the ill effects until your character sleeps. There is no save to avoid the consequences of your actions.
For a Sleep spell, arguably a save vs. Magic might be appropriate, although notably there is no save for Sleep in the original description of the spell. Nor is there a save vs. Detect Evil, or vs. illusions like Phantasmal Forces. The way to avoid Detect Evil is to not be evil. The way to dispel an illusion is to announce “I don’t believe this is real. I try to touch it to prove it.” This automatically works. Allowing a Will save to “disbelieve” actually takes that benefit away and makes D&D more of a numbers game instead of allowing strategy and critical thinking.
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