I used a 16-14-13-11 progression for the values on each class (worst, bad, good, best), I ended up using: Save-Best-Good-Bad-Worst Fortitude-Fighter-Cleric-Thief-Magic User Reflex-Thief-Fighter-Cleric-Magic User Will-Magic User-Cleric-Fighter-Thief (This one is slightly modified having the Cleric using a slower "Best" value because in 3.x he has 2 ST as "Good" and I wanted to give the poor mage a little edge.)
The thief has bad final scores due to the fact that when he reaches level 20 the other classes are at levels 17; 15 and 13 (for Clerics, Fighters and Magic Users) so those values make sure he does not become better than other at any levels in the Saves that other are suppose to be better at.
Same for the other classes, the values are compared on a direct XP approach to make sure that in a party with equal or similar XP no value is below of where is suppose to.
Sorry for any misspelling or writing error, I am not a native English speaker
Corrected the single ST tables, it's now a real average of the 5 ST of the core rules. The new tables for each class for the 3 saves alternatives are now based on those averages. I don't think I will change stuff again in that supplement for a while.
Has anyone used either of these Saving Throw alternative systems? I'm considering using them myself (most likely the single throw version)...
I find using the original 5 saving throw categories unintuitive... they're handy when a published adventure tells you exactly which one to use, but otherwise I struggle deciding which one to use. My brain is far happier with the idea of a a single saving throw...
How does it work in practice though? Any insights or observations appreciated.