Fighter
Save Categories | Armor Equivalent | |
---|---|---|
Death | Leather | |
Wands | Leather+Shield | |
Stone | Chain | |
Breath | Chain+Shield | |
Spells | Plate |
Magic-User
Save Categories | Armor Equivalent | |
---|---|---|
Death | Leather+Shield | |
Wands | Chain | |
Stone | Leather+Shield | |
Breath | Plate | |
Spells | Chain+Shield |
(plus bonus vs. spells = Level/4, round down)
Cleric
Save Categories | Armor Equivalent | |
---|---|---|
Death | Shield | |
Wands | Leather | |
Stone | Chain | |
Breath | Plate | |
Spells | Chain+Shield |
Thieves save as either clerics or magic-users, depending on whether you are using OD&D, Holmes Basic, or one of the other Basic D&D versions, or you can construct a unique saving throw scheme by comparing the other classes (perhaps save as clerics vs. death magic and wands, but as fighters vs. everything else.
Notes:
- I'm using "Death [Magic]" as the name of the first category rather than "Poison" to emphasize my opinion that the saving throw categories should be reserved for supernatural situations. I don't believe in using save vs. wands to dodge javelins, for example. Poison is such an extreme situation that it gets the benefit of being treated like death magic.
- Magic-Users get the bonus to save vs. spells because in OD&D, they improve in this category faster than their other saving throws. A bonus equal to 25% of their level is a good approximation.
How would you propose using this method?
ReplyDeleteI'm actually thinking of tweaking this for a follow-up post, but my thinking for the current method is that the columns on the attack table for each armor type are annotated. So the header for AC 7 on the standard descending AC table would say:
DeleteAC 7
Leather Armor
Fighter: Save vs. Death
Cleric: Save vs. Wands