D&D 1E There were 10 saving throws

Lyxen

Great Old One
As I recall, the order they were listed in was important also, in that (when they put in a row, rather than a column) you'd use the left-most category if something fell under multiple listings.

For instance, if someone used a death spell (yes, that was actually a specific spell in AD&D) from a staff, did the target save against Poison, Paralysis and Death Magic, against Rod, Staff or Wand, or against Spell? In that case, PPD is furthest to the left, so that was the one you went with.

That would have been way too logical for Gary. It' just that there were references in the table, and that some columns were applicable for certain types of save unless it was already taken care of in another column.

Paralyzation, Poison or Death Magic
Petrification or Polymorph*
Rod, Staff or Wand
Breath Weapon**
Spell***

And
* Excluding polymorph wand attacks.
** Excluding those which cause petrification or polymorph.
*** Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

So everything was specific... :D
 

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Lyxen

Great Old One
Ok, but there are not only r,s,w as magic items ?

No, but these were the only ones which really were casting spells in a regular fashion, but GG did not want them to work the same was as regular spellcasting for some reason.

Note that, as pointed out by another contributor, various editions since then have processed rsw in different manners as well, in particular in terms of level of effect.
 


Stalker0

Legend
The crux of these saving throws was that the ability to evade was put more squarely on the shoulders of the person doing the evading.

Aka a fireball cast from a 5th to 20th level wizard was effectively the same "strength", and it was only how dexterous you were that determined if you avoided it or not.

Later editions embraced the concept that strength was measured on both sides, the stat of the caster and the saving throw of the defender. You could argue the earlier editions were more streamlined, you didn't need DCs posted anywhere, casters were not required to have monster stats to make spells effective. Later editions obviously have more customability, but there is still something nice about the original systems.
 

Alzrius

The EN World kitten
Aka a fireball cast from a 5th to 20th level wizard was effectively the same "strength", and it was only how dexterous you were that determined if you avoided it or not.
To be fair, there were instances of the strength of the attacker coming into play as well, typically by way of them imposing a modifier to the defender's save. For instance, a specialist wizard (in AD&D 2E) imposed a -1 penalty on saves made against spells from their chosen school.
 

TerraDave

5ever, or until 2024
The absolute saving throw was an important balancing mechanic, and one that made higher level characters more (super)heroic.

At higher levels, the party wizard might seem god-like. But, against a high level foe, magic resistance and strong saves (and various resistances) could foil those spells (or items).

In turn, the party fighter--they had especially good saves--could shake off a lot.
 

le Redoutable

Ich bin El Glouglou :)
To be fair, there were instances of the strength of the attacker coming into play as well, typically by way of them imposing a modifier to the defender's save. For instance, a specialist wizard (in AD&D 2E) imposed a -1 penalty on saves made against spells from their chosen school.
But why did they called instead of 3rd Ed Ad&d player's option
 

Lyxen

Great Old One
The absolute saving throw was an important balancing mechanic, and one that made higher level characters more (super)heroic.

Honestly, that has not changed since BECMI, saves have always gotten better with level. in 5e, with bounded accuracy, the progression is less noticeable, but because stats increase as well, it's still pretty much heroic.

At higher levels, the party wizard might seem god-like. But, against a high level foe, magic resistance and strong saves (and various resistances) could foil those spells (or items).

In turn, the party fighter--they had especially good saves--could shake off a lot.

Honestly, as today, it really depended against what. The best saves in the table were:
Cleric: 2 5 6 8 7, total 28
Fighter: 3 4 5 4 6, total 22
Magic Used: 8 5 3 7 4, total 27
Thieves: 8 7 4 11 5, total 35

So on average a fighter's saves were one better than a Magic User, but 2 less against spells which were by far the most common. And a magic user had tons of protections and defensive spells.

In the end, at high level, it was mostly about magic items more than basic stats.
 

CleverNickName

Limit Break Dancing (He/They)
The save throws that the OP mentioned are described in detail in the Basic, Expert, and Companion rules (and later condensed in the Rules Cyclopedia.)
  • Poison/Death Ray: Your character would make this save throw to avoid instant death. It was the infamous "save or die" mechanic.
  • Magic Wands: Your character would use this when trying to jump out of the way of something, such as the beam from a magic wand.
  • Paralysis/Turn to Stone: Your character would use this against things that would slow or stop movement, or change their bodies...like a medusa's gaze changing you into stone.
  • Dragon's Breath: Your character would use this when trying to cover up from an area effect, like a breath attack.
  • Spells/Magic Staff: This was the catch-all save throw for all magical attacks.

In 3rd Edition, these were regrouped into three categories, Fortitude, Reflex, and Will. This was (and remains) my favorite.

In 5th Edition, they were all grouped under different ability scores...and very unevenly, I might add. For every effect or spell that requires a Strength save, there are dozens that require Dexterity or Wisdom. But that rant belongs in another thread.
 

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