Heroes of Selenica » rules » saves.txt

Saves

Simpler Saving Throws August 15, 2010

Saving throws are rolls that let you escape a predetermined outcome. For example, if you are hit with a fireball spell, you would make a "saving throw" to see if you can escape with only half damage. The problem with saving throws is that when you get to higher levels there's almost no point to many spells because they will always succeed.

We can make saving throws more dynamic by pitting the caster (or breather in the case of dragons) level againt the saver. Instead of rolling a saving throw against a chart, both sides roll 1d20 and add their bonuses. The saving throw is made if the roll is higher than the attacker's.

Bonus from Ability - given to the one making the saving throw only. Ability Save Strength Paralysis/Stone Dexterity Wands and Dragon Breath Constitution Poision/Death Intelligence mind attacks (charm, confusion, fear, etc.) Wisdom Spells Charisma none

Bonus by Race - given to the one making the saving throw only. Save Human Elf Dwarf Halfling Poison/Death +2 +3 +4 +4 Wands +0 +1 +2 +2 Paralysis/Stone +0 +1 +2 +4 Dragon Breath +0 +2 +0 +2 Spells/Magic +0 +1 +2 +2

Bonus by Level - added to both rolls Saving Throw Fighter Theif Cleric Mage +2 1-3 1-4 1-4 1-5 +4 4-6 5-8 5-8 6-10 +6 7-9 9-12 9-12 11-15 +8 10-12 13-16 13-16 16-20 +10 13-15 17-20 17-20 21-25 +12 16-18 21-24 21-24 26-30 +14 19-21 25-28 25-28 31-35 +16 22-24 29-32 29-32 36 +18 25+ 33-36 33-36