What is probably my single biggest "problem" with every single edition of D&D is saves. Which is why I love C&C. In every single edition of D&D, eventually, if your game goes up to the higher levels, you get what I call, and I think everyone else calls, the "Auto Save" problem. Eventually, characters will start making ALL saves 80%+ of the time, and eventually get to where they will only fail on a 1. Which, effectively, except in the case of direct damage spells such as lightning, fire, acid, etc... was the same as having 95% MR in 1E AD&D. In 3E, if you got to high level, and also had the one super dodge Feat (forget its proper name) you ALSO effectively had 95% MR against even damage spells. Which made for very boring high level games, because no one, and I mean NO ONE, sweated making their saving throws at the higher levels.
2E tried to fix this issue, a little bit, by saying everyone fails on a roll of 1, 2 or 3 (a non optional rule in one of the "Options" books.)
So that is why I love, love, LOVE how saves work in C&C, with CL's being determined by the level of the caster, AND non Prime saves having a base of 18. Now my players still sweat their saving throws even when they are 12th, 14th, or 17th level. I also love the control I have over controlling those risks. If I want them to be very likely to save, I throw significantly lower level spell users at them, so they are very likely to "wade through" the masses of low level minions, even spell slingers. When I want the players to feel fear, I throw things at them close, equal, or greater in level. So yeah, I absolutely love C&C's save mechanics.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.