Saving Throw System Changes

Revised Saving Throw System

(roll target number or higher on a d20)

Base Target Number Calculations (drop all fractions)

Physical:   20 – [(STR + CON) / 18]. Used against attacks affecting the physical body, spirit, or soul; e. g. Death magic, Paralysis, Petrification, Poison, Weakness, Enfeeblement, Polymorph, etc.

Dexterity:   20 – [(DEX + 18) / 18]. Used against attacks that are dodgeable, in other words, a PC may move to avoid the attack’s full effect(s); e. g. Breath Weapons, All traps requiring a saving throw (except poison), Aimed spells requiring a saving throw (unless covered under a different save category), etc.

Intellect:   20 – [(INT + 18) / 18]. Used against attacks affecting memory, cognition, ability to learn, or ability to understand; e. g. Feeblemind attack, Forgetfulness attack, reduction in Int. score, Illusions/Phantasms, etc.

Will:   20 – [(WIS + CHA) / 18]. Used against attacks affecting ego, self image, self confidence, morale, willpower, or emotional state; e. g. Charms, Holds, Hypnosis, Fear, Love, Lust, etc.

e.g.:   A seventh level Dwarf fighter with the following attribute scores: ST 17, DX 14, CN 15, IN 11, WI 9, CH 13; his/her base target numbers calculate as follows:

Physical: 20 – [(17 + 15) / 18] = 18
Dexterity: 20 – [(14 + 18) / 18] = 18
Intellect: 20 – [(11 + 18) / 18] = 18
Will: 20 – [(9 + 11) / 18] = 19

PC Class Modifiers
(modded to base target numbers, mods are cumulative)

Warrior: -2 to Physical, -1 to Will, +2 to Intellect.
Wizard: -2 to Intellect, -1 to Dexterity, +2 to Physical.
Priest: -2 to Will, -1 to Physical, +2 to Dexterity.
Rogue: -2 to Dexterity, -1 to Intellect, +2 to Will.

PC Racial Modifiers

Elf: -1 to Intellect and Dexterity, +1 to Physical.
Dwarf: -2 to Physical and Will, +1 to Dexterity.
Gnome: -1 to Intellect and Dexterity, +1 to Physical.
Halfling (Shirefolk): -2 to Dexterity, +2 to Physical.
Half-Orc: -2 to Physical, -1 to Will, +2 to Intellect, +1 to Dexterity.

Humans and Half-Elves have no modifiers for race.

e. g.:   The Dwarf Fighter’s final target numbers
(format:   base ± class mod. ± racial mod. ± level mod.):

Physical: 18 – 2 – 2 – 3 = 11
Dexterity: 18 + 0 + 1 – 3 = 16
Intellect: 18 + 2 + 0 – 3 = 17
Will: 19 – 1 – 2 – 3 = 13

All PCs/NPCs subtract one point to all saving throws for every two levels attained, e. g. -1 at third level, -2 at fifth level, -3 at seventh level, etc., to a min. target number of two. Saving throw penalties cannot cause the target number to go above nineteen, and bonuses cannot cause it to go below two. In other words, a roll of one is always a failed save, and twenty is always a successful one unless circumstances dictate otherwise, GM's determination.

If a target needs a number greater than twenty to make a successful save, it's incumbent upon the GM to determine how much of the damage or effects the target avoids if he/she makes an automatic save (i. e. rolls a twenty). Depending on the difference in the hit dice or levels between the target and attacker, the damage avoided could be as little as ten percent of the total to as much as ninety percent. A second die roll may be necessary for all-or-nothing attacks; the final target number determined by the GM's best judgment.

Multi-classed PCs use the most favorable bonus for each saving throw category. Dual-classed PCs do so as well as soon as their second class level equals, or exceeds their first class level; in the meantime, they use the saving throw bonuses according to their second class.

Saving Throw System Changes

World of Oriden drednot57