From: oryon@primenet.com (Leroy Van Camp) Subject: New Saving Throw System The following is the saving throw system which I use in my own campaigns. It 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. The Saving Throws Below is a summary of what each save covers. Dodge This covers a character's ability to get out of the way of or avoiding something. Examples would be Fireball and Lightning Bolt spells, Red Dragon's breath, and falling block, pit and spear traps. Mind This covers anything that changes or affects the character's mind, which includes just about all Enchantment/Charm spells. Mind is also used to disbelieve illusions. Examples would be the mind blast of a mind flayer or possible insanity. Body Anything that affects or changes a character's physical form is covered by Body. Some examples are poison, disease, petrifaction, paralysis, polymorph or spells that physically cause blindness. Magic Anything magical not covered by the other three is saved against with magic, including any sort of life draining effects. Most Divination spells directed at a target, such as Know Alignment, save against Magic. Examples would be Teleport, Levitate, Light cast on the eyes, or Curse, the reverse of Remove Curse. A Few Specific Spell Examples Chill Touch (W1) The spell affects a character's life force, so Magic is used. Grease (W1) The save for this spell is based on movement, and thusly, Dodge. Light (W1) 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 (W2) Although this spell is an Enchantment/Charm, it weakens the body. Body is used. Hold Person (W1) 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 realiztic numbers. Chart 1 _Class_ Dodge Mind Body Magic Priest N P N S Warrior S N P N Wizard N S N P Rogue P N S N Psionicist N P S N Chart 2 _Level_ Primary Secondary Normal 1-2 13 15 17 3-4 12 14 16 5-6 11 12 15 7-8 10 11 13 9-10 9 10 12 11-12 7 9 11 13-14 6 8 10 15-16+ 5 7 9 All saves have a minimum of 2, regardless of level and attributes. Chart 3 _Attribute_ Modifier 1-3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18-19 +3 20-21 +4 22-23 +5 24-25 +6