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Payn's Ponderings: The Fighter's identity; or, what's left after the combat pillar?
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<blockquote data-quote="Quickleaf" data-source="post: 8557344" data-attributes="member: 20323"><p>For AD&D 2e (as well as BD&D) at least, that's actually not accurate. In 2e the lower your save number the better, since it was the target number on a d20 you were trying to reach or beat. The "Warrior" saving throws actually start worse than other classes, and then eventually at very high levels get only marginally better ...maybe... depending on class... and really on against Breath Weapon.</p><p></p><p>For instance, saves were listed in order of Paralyzation, Poison, or Death Magic > Rod, Staff, or Wand > Petrification or Polymorph > Breath Weapon > Spells. Comparing a 1st level Priest, Rogue, Warrior, and Wizard...</p><p></p><p>Priest = 10 > 14 > 13 > 16 > 15</p><p>Rogue = 13 > 14 > 12 > 16 > 15</p><p>Warrior = 14 > 16 > 15 > 17 > 17</p><p>Wizard = 13 > 11 > 13 > 15 > 12</p><p></p><p>So... for AD&D2e...</p><p>Priests start with better saves vs. Paralyzation, Poison, or Death.</p><p>Rogues are pretty balanced, but slightly better saves. vs Petrification or Polymorph.</p><p>Wizards rock <em>both </em>their saves. vs. Rod, Staff, or Wand <em>and their saves vs. </em>Spells.</p><p>Warriors... just lag behind.</p><p></p><p>What about Basic D&D? I was curious so I checked my copy of the <em>Rules Cyclopedia. </em>Similar saving throw set up, only it goes Death Ray or Poison > Magic Wands > Paralysis or Petrification > Dragon Breath > Rod, Staff, or Spell...</p><p></p><p>Cleric/Druid = 11 > 12 > 14 > 16 > 15</p><p>Fighter/Mystic = 12 > 13 > 14 > 15 > 16</p><p>Magic-user = 13 > 14 > 13 > 16 > 15</p><p>Thief = 13 > 14 > 13 > 16 > 15</p><p>Dwarf = 8 > 9 > 10 > 13 > 12</p><p>Elf = 12 > 13 > 13 > 15 > 15</p><p>Halfling = 8 > 9 > 10 > 13 > 12</p><p></p><p>So, for BD&D...</p><p>If you want good saves, be a Dwarf or Halfling.</p><p>Fighters are more just middle of the pack along with other classes.</p><p></p><p>I can't recall for 1e, so maybe someone else with more experience can remind us?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8557344, member: 20323"] For AD&D 2e (as well as BD&D) at least, that's actually not accurate. In 2e the lower your save number the better, since it was the target number on a d20 you were trying to reach or beat. The "Warrior" saving throws actually start worse than other classes, and then eventually at very high levels get only marginally better ...maybe... depending on class... and really on against Breath Weapon. For instance, saves were listed in order of Paralyzation, Poison, or Death Magic > Rod, Staff, or Wand > Petrification or Polymorph > Breath Weapon > Spells. Comparing a 1st level Priest, Rogue, Warrior, and Wizard... Priest = 10 > 14 > 13 > 16 > 15 Rogue = 13 > 14 > 12 > 16 > 15 Warrior = 14 > 16 > 15 > 17 > 17 Wizard = 13 > 11 > 13 > 15 > 12 So... for AD&D2e... Priests start with better saves vs. Paralyzation, Poison, or Death. Rogues are pretty balanced, but slightly better saves. vs Petrification or Polymorph. Wizards rock [I]both [/I]their saves. vs. Rod, Staff, or Wand [I]and their saves vs. [/I]Spells. Warriors... just lag behind. What about Basic D&D? I was curious so I checked my copy of the [I]Rules Cyclopedia. [/I]Similar saving throw set up, only it goes Death Ray or Poison > Magic Wands > Paralysis or Petrification > Dragon Breath > Rod, Staff, or Spell... Cleric/Druid = 11 > 12 > 14 > 16 > 15 Fighter/Mystic = 12 > 13 > 14 > 15 > 16 Magic-user = 13 > 14 > 13 > 16 > 15 Thief = 13 > 14 > 13 > 16 > 15 Dwarf = 8 > 9 > 10 > 13 > 12 Elf = 12 > 13 > 13 > 15 > 15 Halfling = 8 > 9 > 10 > 13 > 12 So, for BD&D... If you want good saves, be a Dwarf or Halfling. Fighters are more just middle of the pack along with other classes. I can't recall for 1e, so maybe someone else with more experience can remind us? [/QUOTE]
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Payn's Ponderings: The Fighter's identity; or, what's left after the combat pillar?
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