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The following is the saving throw system which I
use in my own campaigns. I simplifies the system, making it easier
for the GM to determine which saving throw applies to the situation.
It also gives more logical ratings for each class: Fighters have
tough bodies, Rogues are more nimble, Clerics have sturdy minds
and Wizards have a better resistance to magic.
This has been playtested in two mid-length campaigns.
There seemed to be no balance problems, and I had no complaints,
but of course, YMMV. Also, it is easily altered; like the idea,
but not numbers? Think they change the balance of the classes?
Change 'em. Its easy. Comments are both welcome and desired.
What Changes
Under this system, there is only one major change:
AD&D's normal saving throws (Rod, Staff and Wands, Paralyzation
or Poison, Spells, etc.) are replaced by four general categories:
Dodge, Mind, Body, and Magic. Characters and Classes
Each class is given a rating in each of the saving
throws, as shown on Chart 1. The ratings are Primary, Secondary
and Normal. Each of these ratings uses a different column of
Chart 2. The character's saving throw number is given by cross
referencing the character's level with his rating in that saving
throw. For example, a fighter is rated as follows, as shown on
Chart 1: Dodge is Secondary, Body is Primary, and Mind and
Magic are both Normal. At first level his saves would be 15,
13, 17, and 17, respectively.
Note: Don't let this
rating and cross referencing multi-chart stuff fool you into thinking
it's complex. Essentially, it takes the five different charts
that you would have for each class and boils it down into one.
If one wanted, they could just make up a chart for each class,
filling in the appropriate numbers. Attributes
Having exceptional attributes, either high or low,
will modify a character's save. Chart 3 shows the modifier. Simply
add or subtract the appropriate modifier to the saving throw number.
Dexterity modifies Dodge, Constitution modifies Body and Wisdom
modifies Mind. Magic has no modifier.
Optional: Some might
think this is a bit unbalanced, making Magic a little less useful.
Having Intelligence modify Magic would work. I guess I just
have a problem rationalizing this. Using Saving Throws
These saving throws are used like the old system.
The DM decides which applies, and the player rolls a d20. If
the roll is greater than or equal to, the save succeeds. Note
that, like the old saving throws, these are hierarchical; that
is, they are in order of "preference". So, although
Charm Person is a magic spell, it affects the mind, so the subject
would save against Mind, not Magic. See below for more examples.
Dodge
Mind
Body
Magic A Few Specific Spell Examples: Chill Touch: The spell affects a character's life force, so Magic is used. Grease: The save for this spell is based on movement, and thusly, Dodge. Light: Although Light cast on the eyes affects the body, the saving throw is based on whether the caster can make the Light "stick" to his eyes. Magic is used. Ray of Enfeeblement: Although this spell is an Enchantment/Charm, it weakens the body. Body is used. Hold Person: Although this spell paralyzes the targets, it does it through the mind. Mind is used. Monsters and Saving Throws
If the GM wishes, he can simply use the old method
of assigning saving throws based on Hit Dice. Most will use the
Warrior Saving throws, unless the DM rules otherwise. See page
65 in thr DM's Guide for more. Optionally, the GM can simply
assign a value to each save for each monster. For example, a
Hill Giant would have a poor Mind save, 16 perhaps, but a very
good Body save, such as 6. This allows for more realistic numbers.
Chart 1
Chart 2
Note: All saves have a minimum of 2, regardless of
level and attributes. Chart 3
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