Lorehead
First Post
The latest Design & Development column (which anyone who hangs out on this forum ought to read) brought up the topic of grappling. David Noonan’s experience pretty much matches my own. The sad part is, all the complexity is worthless because the result nearly always turns out to be a foregone conclusion: you can’t do anything, because the monster has an unbeatable grapple check. This has led me to dig up an old idea I had for a simpler, fairer system. It developed out of another idea which I’ve shared elsewhere in a more primitive form: saving throws for each ability score. Again, these rules could use lots of playtesting and comments from informed people like you.
Saving Throws
There are six kinds of saving throws, one for each ability score. Saving throws are always rolls of 1d20 + base save bonus + ability modifier + other bonuses. A natural 20 always succeeds on a saving throw, and a natural 1 always fails. A saving throw represents your attempt to resist some effect. You may voluntarily fail any saving throw if you wish. The game calls some effects “harmless,” which means that you skip the saving throw by default. You can resist a harmless effect if you want, but most people won’t ever want to. Unconscious characters don't attempt saving throws against harmless effects (which is fortunate, since these include most healing spells).
Unlike attack rolls or skill checks, you don’t choose to roll a saving throw. The DM will tell you when to roll one, and what kind of saving throw to roll. Each type of saving throw applies to a different set of situations. Here are a few examples of each:
Strength saving throw: Standing up to a bull rush, holding on to a rope, stopping a sliding-wall trap from crushing you, keeping your head above the water, grappling.
Dexterity saving throw: Dodging a fireball, grabbing a tree branch as you fall from a cliff, jumping from platform to platform, catching an arrow
Constitution saving throw: Resisting poison, surviving a disintegrate spell
Intelligence saving throw: Anticipating where a ray that’s too fast to dodge will hit before it fires, exploiting a pattern, escaping a maze spell, realizing that someone has cast scry on you
Wisdom saving throw: Spotting a flaw in an illusion, shaking off an enchantment through force of will
Charisma saving throw: Being lucky, being saved by a higher power, not looking foolish in a potentially embarrassing situation, ignoring an alignment-based effect
Base Saving Throw Bonus:
There are three saving throw progressions: good, average and poor. Each class uses one of these saving throw progressions for each type of saving throw. Your base saving throw bonus for a kind of saving throw is the sum of your saving throw bonus from all of your classes.
Most classes have three good, one average, and two poor saving throws.
Good saving throw progression: 2 + 1/2 class level
Average saving throw progression: 1 + 2/5 class level
Poor saving throw progression: 1/3 class level
Saving Throw Progressions by Level
Saving Throw Progressions by Class
Strength Saving Throws and Size
Large or bigger characters gain a +2 bonus on all Strength saving throws for every size category by which they are larger than Medium (Large +2, Huge +4, Gargantuan +6, Colossal +8). Small or smaller characters take a -2 penalty on all Strength saving throws for every size category by which they are smaller than Medium (Small -2, Tiny -4, Diminutive -6, Fine -8).
Magical Bonuses to Saving Throws
There is no such thing as a “resistance bonus.” A miscellaneous magical bonus to saving throws is an enhancement bonus.
Saving Throws As Opposed Rolls
In some cases, you can attempt a saving throw against a DC set by another character’s roll. Often, you can choose to attempt either a saving throw or a skill check, whichever is better for you.
Against recognition: If you aren’t hiding or in disguise, you can attempt a Charisma saving throw against an opponent’s Spot check to avoid being recognized in a crowd, at a distance or in some similar situation where your presence but not your identity is obvious.
Against stealth: You can attempt a Wisdom saving throw instead of a passive Listen or Spot check. If you actively attempt to find someone, you must roll a skill check instead of a saving throw.
Against trickery: You can attempt a Wisdom saving throw instead of a skill check against a Bluff, Disguise or Forgery attempt.
Holding on: You can attempt a Strength saving throw against a surface’s Climb DC to avoid being knocked off. If you are next to some surface and falling, once per round, you can attempt a Dexterity saving throw against the Climb DC to grab hold of the surface and stop falling (if this could plausibly happen). Your armor check penalty applies.
Escaping: You can attempt a Dexterity saving throw instead of an Escape Artist check to slip out of bonds. Your armor check penalty applies.
Riding: You can attempt a Dexterity saving throw instead of a Ride check to stay in the saddle or land without taking damage. Your armor check penalty applies.
Swimming: You can attempt a Strength saving throw instead of a Swim check to tread water. Your armor check penalty applies.
New and Altered Feats
Great Fortitude [General]
You do not succumb to force, fatigue or malady.
Benefit: You make Strength and Constitution saving throws with a +2 bonus.
Hardy [General]
You have learned how to resist attacks and mishaps.
Prerequisites: Six base saving throw bonuses of +2 or higher, ability score 13+
Benefit: Choose one type of saving throw (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma). You must have a score of at least 13 in the associated ability. You can add 2 + 1/2 your level, instead of your base saving throw bonus, on that type of saving throw. You still add all other modifiers. This is not the same thing as raising your base saving throw bonus, and does not meet a base saving throw bonus prerequisite.
Normal You add your base saving throw bonuses to saving throws.
Special: You may select this feat up to six times. Each time you select it, it applies to a different type of saving throw.
Improved Bull Rush [General]
Prerequisites: Str 13+, Power Attack.
Benefit: When you perform a bull rush, you do not provoke an attack of opportunity from the defender. The DC of the defender’s Strength saving throw increases by 4.
Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats.
Improved Grapple [General]
You are an expert wrestler.
Prerequisites: Dex 13+, Improved Unarmed Strike
Benefit: You gain a +4 bonus on all Strength saving throws and saving throw DCs related to grappling.
Special: A fighter may select Improved Grapple as one of his fighter bonus feats. A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.
Improved Overrun [General]
Prerequisites: Str 13+, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. The DC of the defender’s Strength saving throw increases by 4.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Special: A fighter may select Improved Overrun as one of his fighter bonus feats.
Improved Trip [General]
Prerequisites: Int 13+, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. The DC of your opponent’s Strength saving throw increases by 4. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats.
Iron Will [General]
You resist magic by force of will.
Benefit: You make Wisdom and Charisma saving throws with a +2 bonus.
Lightning Reflexes [General]
You have quick wits and quick feet.
Benefit: You make Dexterity and Intelligence saving throws with a +2 bonus.
Unstoppable [General]
You prevail against even the most potent of attacks and the worst of fortune.
Prerequisites: Iron Will, Great Fortitude, Lightning Reflexes
Benefit: You make all saving throws with a +2 bonus. You do not automatically fail a saving throw on a natural 1.
Saving Throws
There are six kinds of saving throws, one for each ability score. Saving throws are always rolls of 1d20 + base save bonus + ability modifier + other bonuses. A natural 20 always succeeds on a saving throw, and a natural 1 always fails. A saving throw represents your attempt to resist some effect. You may voluntarily fail any saving throw if you wish. The game calls some effects “harmless,” which means that you skip the saving throw by default. You can resist a harmless effect if you want, but most people won’t ever want to. Unconscious characters don't attempt saving throws against harmless effects (which is fortunate, since these include most healing spells).
Unlike attack rolls or skill checks, you don’t choose to roll a saving throw. The DM will tell you when to roll one, and what kind of saving throw to roll. Each type of saving throw applies to a different set of situations. Here are a few examples of each:
Strength saving throw: Standing up to a bull rush, holding on to a rope, stopping a sliding-wall trap from crushing you, keeping your head above the water, grappling.
Dexterity saving throw: Dodging a fireball, grabbing a tree branch as you fall from a cliff, jumping from platform to platform, catching an arrow
Constitution saving throw: Resisting poison, surviving a disintegrate spell
Intelligence saving throw: Anticipating where a ray that’s too fast to dodge will hit before it fires, exploiting a pattern, escaping a maze spell, realizing that someone has cast scry on you
Wisdom saving throw: Spotting a flaw in an illusion, shaking off an enchantment through force of will
Charisma saving throw: Being lucky, being saved by a higher power, not looking foolish in a potentially embarrassing situation, ignoring an alignment-based effect
Base Saving Throw Bonus:
There are three saving throw progressions: good, average and poor. Each class uses one of these saving throw progressions for each type of saving throw. Your base saving throw bonus for a kind of saving throw is the sum of your saving throw bonus from all of your classes.
Most classes have three good, one average, and two poor saving throws.
Good saving throw progression: 2 + 1/2 class level
Average saving throw progression: 1 + 2/5 class level
Poor saving throw progression: 1/3 class level
Saving Throw Progressions by Level
Code:
[u]Level Good Ave. Poor[/u]
1 +2 +1 +0
2 +3 +1 +0
3 +3 +2 +1
4 +4 +2 +1
5 +4 +3 +1
6 +5 +3 +2
7 +5 +3 +2
8 +6 +4 +2
9 +6 +4 +3
10 +7 +5 +3
11 +7 +5 +3
12 +8 +5 +4
13 +8 +6 +4
14 +9 +6 +4
15 +9 +7 +5
16 +10 +7 +5
17 +10 +7 +5
18 +11 +8 +6
19 +11 +8 +6
20 +12 +9 +6
Saving Throw Progressions by Class
Code:
[b]Base Character Classes[/b]
Str Dex Con Int Wis Cha
[u]Class Save Save Save Save Save Save[/u]
Brb Good Good Good Poor Ave. Poor
Brd Poor Ave. Poor Good Good Good
Clr Ave. Poor Good Poor Good Good
Drd Ave. Poor Good Poor Good Good
Ftr Good Good Good Poor Ave. Poor
Mon Good Good Good Good Good Good
Pal Good Poor Good Poor Ave. Good
Rgr Ave. Good Good Poor Good Poor
Rog Poor Good Poor Good Good Ave.
Sor Poor Poor Ave. Good Good Good
Wiz Poor Poor Ave. Good Good Good
[b]Non-Player Character Classes[/b]
Str Dex Con Int Wis Cha
[u]Class Save Save Save Save Save Save[/u]
Adp Poor Poor Ave. Ave. Good Good
Ari Good Poor Good Ave. Poor Ave.
Com Poor Poor Poor Poor Poor Poor
Exp Poor Ave. Ave. Good Good Poor
[b]Prestige Classes[/b]
Str Dex Con Int Wis Cha
[u]Class Save Save Save Save Save Save[/u]
AAr Ave. Good Good Poor Good Poor
ATr Poor Ave. Poor Good Good Good
Acm Poor Poor Ave. Good Good Good
Asn Poor Good Ave. Good Good Poor
Blk Good Poor Good Poor Ave. Good
DDi Ave. Poor Good Poor Good Good
Due Poor Good Poor Good Good Ave.
DwD Good Good Good Poor Ave. Poor
ElK Good Good Good Poor Ave. Poor
Hie Ave. Poor Good Poor Good Good
HoW Poor Poor Good Ave. Good Good
Lor Poor Poor Ave. Good Good Good
MyT Poor Poor Ave. Good Good Good
Shd Poor Good Poor Ave. Good Good
Tha Poor Poor Ave. Good Good Good
[b]Monster Hit Dice (Varies by Species)[/b]
Str Dex Con Int Wis Cha
[u]Class Save Save Save Save Save Save[/u]
Abb Poor Ave. Good Good Good Poor
Ani Good Good Good Poor Ave. Poor
Con Good Good Ave. Poor Good Poor
Dra Good Good Good Good Good Good
Ele Good Good Good Poor Ave. Poor
Fey Poor Ave. Poor Good Good Good
Gnt Good Good Good Poor Ave. Poor
Hum Good Good Good Poor Ave. Poor
MaB Good Good Good Poor Ave. Poor
MoH Good Good Good Poor Ave. Poor
Ooz Poor Poor Poor Poor Poor Poor
Out Good Good Good Good Good Good
Plt Good Ave. Good Poor Good Poor
Und Ave. Poor Poor Good Good Good
Ver Good Good Good Poor Ave. Poor
Strength Saving Throws and Size
Large or bigger characters gain a +2 bonus on all Strength saving throws for every size category by which they are larger than Medium (Large +2, Huge +4, Gargantuan +6, Colossal +8). Small or smaller characters take a -2 penalty on all Strength saving throws for every size category by which they are smaller than Medium (Small -2, Tiny -4, Diminutive -6, Fine -8).
Magical Bonuses to Saving Throws
There is no such thing as a “resistance bonus.” A miscellaneous magical bonus to saving throws is an enhancement bonus.
Saving Throws As Opposed Rolls
In some cases, you can attempt a saving throw against a DC set by another character’s roll. Often, you can choose to attempt either a saving throw or a skill check, whichever is better for you.
Against recognition: If you aren’t hiding or in disguise, you can attempt a Charisma saving throw against an opponent’s Spot check to avoid being recognized in a crowd, at a distance or in some similar situation where your presence but not your identity is obvious.
Against stealth: You can attempt a Wisdom saving throw instead of a passive Listen or Spot check. If you actively attempt to find someone, you must roll a skill check instead of a saving throw.
Against trickery: You can attempt a Wisdom saving throw instead of a skill check against a Bluff, Disguise or Forgery attempt.
Holding on: You can attempt a Strength saving throw against a surface’s Climb DC to avoid being knocked off. If you are next to some surface and falling, once per round, you can attempt a Dexterity saving throw against the Climb DC to grab hold of the surface and stop falling (if this could plausibly happen). Your armor check penalty applies.
Escaping: You can attempt a Dexterity saving throw instead of an Escape Artist check to slip out of bonds. Your armor check penalty applies.
Riding: You can attempt a Dexterity saving throw instead of a Ride check to stay in the saddle or land without taking damage. Your armor check penalty applies.
Swimming: You can attempt a Strength saving throw instead of a Swim check to tread water. Your armor check penalty applies.
New and Altered Feats
Great Fortitude [General]
You do not succumb to force, fatigue or malady.
Benefit: You make Strength and Constitution saving throws with a +2 bonus.
Hardy [General]
You have learned how to resist attacks and mishaps.
Prerequisites: Six base saving throw bonuses of +2 or higher, ability score 13+
Benefit: Choose one type of saving throw (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma). You must have a score of at least 13 in the associated ability. You can add 2 + 1/2 your level, instead of your base saving throw bonus, on that type of saving throw. You still add all other modifiers. This is not the same thing as raising your base saving throw bonus, and does not meet a base saving throw bonus prerequisite.
Normal You add your base saving throw bonuses to saving throws.
Special: You may select this feat up to six times. Each time you select it, it applies to a different type of saving throw.
Improved Bull Rush [General]
Prerequisites: Str 13+, Power Attack.
Benefit: When you perform a bull rush, you do not provoke an attack of opportunity from the defender. The DC of the defender’s Strength saving throw increases by 4.
Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats.
Improved Grapple [General]
You are an expert wrestler.
Prerequisites: Dex 13+, Improved Unarmed Strike
Benefit: You gain a +4 bonus on all Strength saving throws and saving throw DCs related to grappling.
Special: A fighter may select Improved Grapple as one of his fighter bonus feats. A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.
Improved Overrun [General]
Prerequisites: Str 13+, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. The DC of the defender’s Strength saving throw increases by 4.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Special: A fighter may select Improved Overrun as one of his fighter bonus feats.
Improved Trip [General]
Prerequisites: Int 13+, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. The DC of your opponent’s Strength saving throw increases by 4. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats.
Iron Will [General]
You resist magic by force of will.
Benefit: You make Wisdom and Charisma saving throws with a +2 bonus.
Lightning Reflexes [General]
You have quick wits and quick feet.
Benefit: You make Dexterity and Intelligence saving throws with a +2 bonus.
Unstoppable [General]
You prevail against even the most potent of attacks and the worst of fortune.
Prerequisites: Iron Will, Great Fortitude, Lightning Reflexes
Benefit: You make all saving throws with a +2 bonus. You do not automatically fail a saving throw on a natural 1.