UPDATED SAVING THROWS --------------------- 1) Categories: REFLEX(DEX) WILL(PSY) TOUGHNESS(CON) 2) REFLEX saving throws could include: aimed spells, "point and shoot devices" like Wands, Magic Missiles, Death Rays, Light- ning Bolt, a Medusa's Gaze, Giant Spider Fangs, Dodging the Spear Trap, Grabbing the tree root before going over the edge of the cliff, Avoiding area effect spells, explosions, an avalanche, etc. WILL saving throws could include Charms and Enchantments, Fear Spells/Powers, Psionics, Mind Control, Paralysis, Mesmerism, Seduction, ESP, Confusion, Retaining magical focus when casting a spell in combat, etc. TOUGHNESS saving throws could include Poison, Petrification, Polymorph, Paralysis, Death Rays, and other events or spells which normally would cause physical injury or death. Some Saving Throws may overlap. For instance, a Save vs Paralysis could be a WILL save(against ghouls), a TOUGHNESS save or even a REFLEX save(if the magic was cast from a wand). Turn To Stone could be a REFLEX save(looking away from the Medusa before your eyes meet) or TOUGHNESS save. A save vs Poison could be a REFLEX save(pulling away from/dodging the fangs at the last second) or a TOUGHNESS save(being tough enough to remain mostly unaffected by the toxin). In these cases, the player can decide which saving throw to use. 3) Rolled on a D20. Add relevant attribute bonuses(usually DEX, PSY, CON, though other attributes could apply situationally) and class bonuses to saving throws. 4) At level 1, the base Difficulty level for all saving throws is 16 for player characters. For "Normal Men" the difficulty level is 17, and always remains so. 5) PCs add +1 their roll(at levels 2, 4, 6, 8, 10, 12, 14, 16+). Saving Throws top out at level 16+. So, at level 16, Saving Throws = 8 (not counting bonuses). 6) Monsters generally Save at whatever Hit Die they have, so an ogre with 4HD would save as a 4th level character. Some monsters will have bonuses to certain saving throws. For example, an ork will have a +1 bonus to Reflex Saves because they are quite acrobatic. While a Mind Flayer would get a +1 to Will Saves because of their strong psyches. 7) There may be spells, enchantments, or powers that do not fit in any of the categories above. For these, just a standard Saving Throw based on the level of the PC, without bonuses or penalties, OR a percentage chance of success/failure rolled on any die should be sufficient. 8) Saving Throws may be subject to situational modifiers. For example, a character standing in a pool of water is potentially more suscept- ible to lightning attacks and less vulnerable to fire attacks. ORIGINAL SAVING THROWS ---------------------- Class and Death Ray/ Wands - including Paralysis or Rods/Staves/ Level Poison Polymorph Turn to Stone Dragon Breath Spells ---------- --------- ---------------------- ------------- ------------- ------------ Normal Man 14 15 16 17 18 Fighter 1-3 12 13 14 15 16 Magic-User 1-5 13 14 13 16 15 Cleric 1-4 11 12 14 16 15 Thief 1-4 13 14 13 16 15 Elf 1-3 12 13 13 15 15 Dwarf Hobbit/Gnome 1-3 8 9 10 13 12 Fighter 4-6 10 11 12 13 14 Magic-User 6-10 11 12 11 14 12 Cleric 5-8 9 10 12 14 12 Thief 5-8 12 13 11 14 13 Elf 4-6 10 11 11 13 12 Dwarf Hobbit/Gnome 4-6 6 7 8 10 10 Fighter 7-9 8 9 10 10 12 Magic-User 11-15 8 9 8 11 8 Cleric 9-12 6 7 9 11 9 Thief 9-12 10 11 9 12 10 Elf 7-9 8 9 9 10 10 Dwarf Hobbit/Gnome 7-9 4 5 6 7 8 Fighter 10-12 6 7 8 8 10 Magic-User 16+ 5 6 5 8 3 Cleric 13+ 3 5 7 8 7 Thief 13+ 8 9 7 10 8 Elf 10+ 6 7 8 8 8 Dwarf 10+ 2 3 4 4 6 Fighter 13+ 4 5 5 5 8