Saving Throw Options

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Dimirag
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Re: Saving Throw Options

Post Sun Jan 11, 2015 6:23 pm

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
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mTeasdale
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Location: Québec, Canada

Re: Saving Throw Options

Post Tue Jan 13, 2015 7:16 pm

Bumped to R6 !

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.
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The Angry Monk
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Re: Saving Throw Options

Post Thu Jan 22, 2015 6:11 pm

Thank you! I've been looking for something like this for awhile. Cool!
“It was written I should be loyal to the nightmare of my choice.”
Hellbrandt
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Re: Saving Throw Options

Post Tue Feb 28, 2017 9:34 am

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.
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mTeasdale
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Location: Québec, Canada

Re: Saving Throw Options

Post Fri Mar 24, 2017 10:58 am

Hellbrandt wrote: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.
I tested up to around level 4 in a campaign around 1 year ago. Make some spells/traps better, some worse. Nothing gamebreaking, at lower levels at least.

S&W is similiar to BFRPG and use single ST and have never read anything bashing that for balance reason.

Also, one trick I've been suggested for using the 5 standard ST is to start by the end and check out what is causing the effect : Is it a spell ? No. Is it a (or similar to a) Dragon Breath ? No. And so on.
Hellbrandt
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Joined: Sun Jan 08, 2017 11:43 am

Re: Saving Throw Options

Post Mon Apr 03, 2017 2:36 pm

In the end I decided to go with the single saving throw option. Three sessions in and it works fine.. there may have been edge cases where a roll may have succeeded under the 5 categories, but I think that's a small price to pay for the simplicity. There have been no complaints from the players either, I think they like the simplicity of it as well.
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