How about this?
It merges the saving throw table with the attack table by equating saving throw categories to types of armor. It assumes the following for normal humans:
- Save vs. Magic or Dragon Breath is as difficult as “to hit” vs. Heavy armor (plate,)
- Save vs. Stone or Wands is as difficult as Medium armor (chain,)
- Save vs. Death is as difficult as Light armor (Leather.)
Since this is a dice-neutral table, the exact bonus depends on what dice you are rolling for attacks and saves. A +1 or +2 would do in most cases. The M-U save vs. Magic bonus should be Level/4 (round up) if you want it to be closer to the original probabilities. Or, as an alternative, you can use the advantage system on one or both of a class’s favored saves, rolling twice and taking the best, which will give a much greater benefit than a simple +2.
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