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saving_throws

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ALTERNATIVE SAVING THROW NUMBERS

BECAUSE I DON’T WANT TO LOOK UP SAVING THROWS, AND THE CATEGORIES ARE STUPID I MEAN, HONESTLY, WHY A DIFFERENT SAVE FOR SPELL AND WAND?

When a Saving Throw is called for:

  1. Roll 1d20 and get a 17+
  2. Add Level or Full Hit Die to the roll, (i.e., monsters and non-classed npc’s with less than 1d8, +0) to a maximum of +11
  3. Clerics: +2 to all saves
  4. Fighters: +2 vs. breath weapons, petrification, energy drain, weapon effects, paralysis
  5. Magic-Users: +2 vs spells, wands/staffs/rods. magic items, magical traps
  6. Thieves: +2 vs. poison, magical traps, mechanical traps, falling
  7. Lackeys: +2 vs. poison and disease
  8. Undead and Demons: +2 on all saves except vs. Clerical Magic
  9. Elementals and other extra-planar creatures: +2 on all saves except vs. Magic-User Magic.
  10. All other saving throw bonuses in species or monster descriptions still apply .
  11. No matter what the modifications a natural “1” always fails a save, and a natural “20” always passes.
saving_throws.1618930499.txt.gz · Last modified: 2021/04/20 14:54 by dave