ADVANCER What are saving throws and how do they work?

Here are the draft ADVANCER Rules for saving throws to accompany the saving throw tables presented in the previous post. They are intended to create categories of saving throws which are both more clearly defined and more clearly separated from one another.

Using this system will require ignoring module-specific (and spell description-specific) rules regarding which saving throw to apply. I don't see that as a bad thing, as the modules and spell descriptions (especially the modules) are not at all consistent in this regard.

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Use of saving throws

Saving throws are dice rolls to determine whether a character or creature avoids a peril. Other than poison, acid, and optionally traps, only magical perils are given saving throws. 


A saving throw is rolled on a d20 with a roll equal to or greater than the target number being considered a success. The target numbers depends on the category of peril, class and rank of the character as given on the tables below. 


A successful save indicates that the effect has been avoided, or in case of a damage-causing spell, that the spell effect caused only half damage. 


Every magical effect is permitted a saving throw unless the spell or monster description indicates that no saving throw is permitted. 



Categories


There are four categories of saving throw:


Poison, paralysis, death magic (for anything causing poisoning, paralysis or instant death; not for hold person, which is a mental attack)


Petrification, polymorphing (for anything causing petrification or polymorphing)


Breath weapon (for all breath weapon and spitting attacks, including all forms of dragon’s breath, other than poisonous breath)


Spells, magical devices, misc. magic (a residual category for any magical effect, including spells cast by wands, rod and staffs and gaze attacks)


The categories can be strictly applied in accordance with their names. "Spells, magical devices, misc. magic" (or simply “Spells”) acts as a residual category for all magical effects. 


Optionally, a saving throw vs. "magical devices" can be used to see whether a character avoids a non-magical trap, such as falling stone. Alternatives to the saving throw are (a) giving the trap an attack roll with an appropriate attack bonus or (b) making a 2d6 roll, adding DEX, with a roll of 6 or 9 determining avoidance of the trap or half damage.)


Ability score bonuses


WIS bonus is added to saves vs. magical mental attacks, including magically caused fear, charm, suggestion, hold, geas, quest, etc. This includes magical sleep in instances where a saving throw vs. sleep is permitted. 


DEX bonus is added to saves vs. effects that can be dodged. This is limited to attacks creating an effect that fills an area:


  • Add DEX bonus to saves vs. breath weapon and to saves vs. spells for the following 1st to 3rd level mage spells, as examples: pyrotechnics, web, stinking cloud, explosive runes (unless the reader), fireball, lightning bolt, wand of cold


  • Do not add DEX bonus to saves vs. gaze attack, saves vs. magical device attack or saves vs spells for the following 1st to 3rd level mage spells, as examples: charm person, enlarge, levitate, light, ray of enfeeblement, scare, hold person, slow, suggestion.


Racial bonuses


Dwarves, gnomes and halfling each get +4 to saves vs. poison (but not paralysis or death magic) and +4 to saves vs. spells, magical devices, misc. magic.


Class bonuses and tables


Saving throws increase by 1 every three levels, except for the martial classes, whose saving throws start higher but increase by 2 every three levels. 


Druids get +2 to saves vs. fire- and lightning-based attacks.


Paladins get +2 to all saving throws.


Unranked characters (“NM” or “normal men”)


The saving throws of unranked characters (variously called, “0-level”, “normal men” or “NM”) are given on the table for martial classes, being 2 worse than a 1st rank fighter.


Monsters


Monsters will generally saving as a fighter of the same rank. However, a monster who is capable of casting spells saves as a mage or cleric of the same rank if the saving throw is better. The rare monster who attacks solely only as a spellcaster will save as a mage or cleric, as applicable.


Unintelligent monsters (including most animals) save as a fighter of half of their rank (rounded up), except for saves vs. poison or death magic for which they save as a fighter of equal rank.


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