D&D General Converting AD&D saving throws to stat-based saves

James Gasik

Blood War Profiteer
Supporter
A lot of people didn't even know that saves were on a hierarchy; I can't even remember being asked to make certain saves ever. It was almost always poison or spells, even when another one would apply. It was kind of weird how many DM's I encountered never seemed to read the rulebooks, and if you bring up a rule, they say no such rule exists. You show them the rule, they call you a "rules lawyer".

And heaven help you if you're the DM and you apply a rule that someone had never heard of, lol.
 

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Is that consistent for all the classes? That’s cool, I never noticed that!
Yes, I believe so.

With my homebrew, I initially cut the saves to:
  • Poison / Death (Immediately ending life by abruptly stopping life processes)
  • Transformation (Changing the body into a useless albeit "living" state)
  • Breath Weapon / Blast (As it says, and tech effects often used this save)
  • Magic (As it says, but effects coming from items save at +2, unless otherwise stated)

Looking at how the classes saved in AD&D, I gave the following bonuses:
  • Cleric +2 Poison/Death
  • Fighter +1 All
  • Wizard +2 Magic
  • Thief +2 Breath / Blast
  • Paladin +3 All
&c.

Level + Class Bonus with a TN 18 replicated the save tables rather well, or at very least quite close enough.

I remember that fighters had the best saves overall, particularly at high levels. The wizards were best at spells, clerics at poison, but fighters were #2 in everything, and best at Transformation, I think. A dwarf cleric with an 18 Constitution was pretty close to immune to poison at 6th level, needing a 7+ to save at 1st level, I believe.

These days I just use Level + 3 TN 18; that's much easier and also quite close enough.

Now, to answer the OP question, if I was looking to tie an attribute to a save, I think I would also do pairs as I like the idea of clerics being adept at resisting death magic and being divinely protected from poisons and diseases. No one was great at transformation saves, but fighters were the best. Breath / Blast you need to get out of the way or recognize what's coming. Magic was more inner will than anything else, and wizards were best regardless of the type of spell (as long as it wasn't a different save catagory).

  • Poison / Death: WIS or CON
  • Transformation: STR or CON
  • Breath Weapon / Blast: INT or DEX
  • Magic: INT or CHA
 

Though sometimes it's used in weird places; the 2e Ranger's ability to calm animals requires a save vs. rods for no real reason other than...somebody thought it was a save that needed to be made more often?
It was a save vs. "weak magic", that's usually when that category was used. Also some tech, IIRC (Barrier Peaks). Those tended to avoid Spells saving throws, and looked to Poison/Death (the hardest save, in general), Breath Weapon (dodging), and RSW (save from items).
 

ilgatto

How inconvenient
So this is applicable to 5E, Castles & Crusades, Shadowdark and other D&D-related games that use stat-based saves.

AD&D (and its retro-clones) use the following saving throws:
  1. Paralyzation, Poison or Death Magic
  2. Petrification or Polymorph
  3. Rod, Staff or Wand
  4. Breath Weapon
  5. Spell
So we have five save types verus six stats. And, worse, they don't break down evenly. At a glance, both Breath Weapon and Petrification saves should probably both use Dexterity, for instance. Poison/Death Magic sounds like Constitution. And why are Rod/Staff/Wand and Spells different save types?

The easiest way to convert these for newer game systems would be if there was a one to one correspondence, but that doesn't seem realistic. The other obvious way would be to adjudicate each of these on the fly (and take notes on it for next time) when there's not an equivalent ability in the newer version.

Of the many things I would like to take a time machine to talk 1970s TSR folks out of, how saving throws work is a big one.

How would you all do it?
Ye Gods! That is quite a question and s-o-o-o-o-o-o right about the time machine!

Anyway. I think I can at least partially explain why there's a difference between Rods, Staff/Staves, and Wands, for OD&D Volume 2 Monsters & Treasures states (p. 34):

"Wands are considered as being endowed with projectiles (or rays) of the 6th level (six dice of damage), Staves have 8th level effect. (...). Of course, certain Wands and Staves would not be subject to the above, i.e. Metal Detection, Enemy Detection, Secret Doors & Traps Detection, Healing, Snake Staff, Staff of Striking."

So I suppose that would make saving throw vs. Wands DEX based.
 



ilgatto

How inconvenient
So at the Little Brown Books stage, wands were considered to be pistols, essentially, which makes sense at that point, when they were still in a Chainmail mindset.
Heh, you don't say.

Dragon 71, p. 21:
"As noted, Murlynd is prone to carry technological weapons (variously called
“45s”, “six shooters”, and “hog legs”) which he is able to employ in both his left and right hands. His special aura enables these devices to function even on Oerth, for instance. Each weapon sends forth three missiles per round, if he so desires. These projectiles will strike even the most powerful of magical creatures and inflict 2-8 points of damage when they hit. The range of these arcane weapons is the same as the range of a light crossbow."


However, this does beg the question what the saving throw against Murlynd's flame thrower would be:

Dragon 71, p. 21:
"He is known to have cast burning hands in such a way that he made a device which spewed forth liquid fire (...)"

Anyway, I digress.
Since wands were seen as six-shooters in OD&D and "staves" apparently not, it sort of makes sense to have different saving throws for wands and "staves". Consequently, when the rods appeared in the Greyhawk supplement, I suppose it only stands to reason that they had to have different saving throws as well.

Although I assume the first rods one had to save against actually only generated charm-based affects, I'm not quite sure what all of this means for converting STs to stat saves.
 



Andvari

Adventurer
The Rules Cyclopedia, for BECM(I) offers the following variant rule:

In the standard rules, the only ability score that can affect a saving throw is Wisdom (affects saving throws vs. spells). The DM does, however, have the option to apply ability score bonuses and penalties to other saving throws:

Strength: Modifies saving throws vs. paralysis and turn to stone.
Intelligence*: Modifies saving throws vs. mind attacks (charm, confusion, control, fear, feeblemind, sleep, etc.).
Wisdom*: Modifies saving throws vs. spells.
Dexterity: Modifies saving throws vs. wands and dragon breath.
Constitution: Modifies saving throws vs. poison (but not vs. death ray).
Charisma: No bonus to saving throws.

* Combined modifier cannot exceed +/-3.

The save types are
  • Death Ray/Poison
  • Magic Wands
  • Paralysis/Turn to Stone
  • Breath Attack
  • Rod/Staff/Spell
 

So this is applicable to 5E, Castles & Crusades, Shadowdark and other D&D-related games that use stat-based saves.

AD&D (and its retro-clones) use the following saving throws:
  1. Paralyzation, Poison or Death Magic
  2. Petrification or Polymorph
  3. Rod, Staff or Wand
  4. Breath Weapon
  5. Spell
So we have five save types verus six stats. And, worse, they don't break down evenly. At a glance, both Breath Weapon and Petrification saves should probably both use Dexterity, for instance. Poison/Death Magic sounds like Constitution. And why are Rod/Staff/Wand and Spells different save types?

Really the issue is that AD&D saving throws are a totally different scheme. They're orthogonal to 3e and later saves or defenses.

R/S/W is easier than Spell. IIRC, it's literally Spell with a +1 modifier across the board. It's similar to how 5e wands have a fixed, lower DC. It's supposed to help compensate for the number of charges those devices have.

Really if you look in, I believe, either the 2e AD&D DMG or one of the BECMI books, they have a description for what each save is supposed to be used with, starting with highest priority and descending.

PPD: Effect tries to attack or destroy your life force directly or attack your body from the inside out.
RSW: Some kind of device tries to attack you, especially one that creates a beam, ray, or projectile.
PP: Effect tries to change your body against your will. Superseded by RSW.
BW: A particularly nasty effect tries to attack you, especially one that you're innately vulnerable to or that mimics dragon breath. Superseded by PP.
Spell: Anything else. Superseded by any of the above as appropriate.

So disease is, for example, a PPD save. A Ring of Shooting Stars or Horn of Blasting would be RSW.

I may have rays/beams in the wrong spot. But I recall them moving around.

Spell is the catch-all saving throw. It's what you use when nothing else fits.

PPD, PP, and RSW are all, in the general case, easier than Spell. Breath Weapon is, in the general case, harder than Spell. Some classes have hidden bonuses to certain save classes. Fighters, for example, have bonuses against Breath Weapons. Thieves are slightly improved across the board, except for PPD. Clerics are better against PPD. Magic-Users are better against Spells and RSW.

The easiest way to convert these for newer game systems would be if there was a one to one correspondence, but that doesn't seem realistic. The other obvious way would be to adjudicate each of these on the fly (and take notes on it for next time) when there's not an equivalent ability in the newer version.

Of the many things I would like to take a time machine to talk 1970s TSR folks out of, how saving throws work is a big one.

How would you all do it?

In 5e style saves:

PPD: This is always a Con save.
RSW: This is whatever the spell is, or else probably Dex if it's a ray or projectile. It might even be a spell attack.
PP: This is nearly always a Con save, but in some rare cases might be Wis.
BW: Nearly always converted as Dex, but it may be Con (poison cloud) or something similar.
Spell: This varies by effect. I don't think there's any other way to do these.




Ah, I was able to find someone who quoted what I was looking for. It's from the 2e AD&D Player's Handbook:

Saving Throw Priority

Sometimes the type of saving throw required by a situation or item isn't clear, or more than one category of saving throw may seem appropriate. For this reason, the saving throw categories in Table 60 are listed in order of importance, beginning with paralyzation, poison, and death magic, and ending with spells.

Imagine that Rath is struck by the ray from a wand of polymorphing. Both a saving throw vs. wands and a saving throw vs. polymorph would be appropriate. But Rath must roll a saving throw vs. wands because that category has a higher priority than polymorph.

The categories of saving throws are as follows:
  • Save vs. Paralyzation, Poison, and Death Magic: This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). This saving throw can also be used in situations in which exceptional force of will or physical fortitude are needed.
  • Save vs. Rod, Staff, or Wand: As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn't called for. This saving throw is sometimes specified for situations in which a character faces a magical attack from an unusual source.
  • Save vs. Petrification or Polymorph: This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). It can also be used when the character must withstand some massive physical alteration of his entire body.
  • Save vs. Breath Weapon: A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. This save can also be used in situations where a combination of physical stamina and Dexterity are critical factors in survival.
  • Save vs. Spell: This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification.

Not too terribly far off given that I was pulling from memory of something read over 20 years ago.
 
Last edited:

Charlaquin

Goblin Queen (She/Her/Hers)
Alright, based on the information people have referenced here, this is how I’d probably do it.

To convert saves from pre-3e sources:
• Effects that cause the Paralyzed or Petrified condition on a failed save always target Strength.
• Effects that cause the Poisoned condition and/or deal poison damage on a failed save always target Constitution.
• Effects that cause the Charmed or Frightened condition, deal psychic damage, or otherwise control the character’s mind (i.e. things that would be Will saves in 3.X) on a failed save always target Intelligence.
• Effects that deal necrotic damage on a failed save are made as flat saves with no ability modifier.
• Effects that deal any other type damage on a failed save alway target Dexterity.
• Other effects that require a saving throw usually target Wisdom, though use DM discretion (effects that force movement or knock prone should probably target Strength, for example).

To simulate pre-3e save progression:
• Change the standard save DC formula to 10 +Ability Mod +Proficiency Bonus, but leave save DCs of spells and other effects cast by magic items as-is.
• All creatures always add their Proficiency Bonus to all saving throws.
• Dwarves, gnomes, and halflings add double their Proficiency Bonus to all saving throws against spells and other magical effects, but do not add their Proficiency Bonus to the DCs of spells they cast (this replaces magic resistance for gnomes).
• Dwarves and Halflings add double their Proficiency Bonus to Constitution saves against poison (this replaces poison resistance for dwarves and stout halflings.)
• Clerics get +2 to all Con saves against poison, disease, and against any effect that deals poison or necrotic damage.
• Fighters, Monks, and Rangers get +1 to all saving throws.
• Paladins get +3 to all saving throws.
• Bards, Sorcerers, Warlocks, and Wizards get +2 to saves vs spells and other magical effects.
• Rogues get +2 to Dex saves against effects that allow them to take half damage on a successful save.
 

James Gasik

Blood War Profiteer
Supporter
I just came across an oddity with regards to saving throws; in the 2e DMG rules for intelligent weapons (which I think are copied from the 1e DMG), some of the Special Purpose powers state that they activate on a hit with the weapon, then if a saving throw vs. SPELLS is failed.

This strikes me as odd, as not only should this probably be R/S/W, but also some of these effects would normally be handled by saving throws higher up on the hierarchy; like "paralysis for 1d4 rounds".

Is this an example of "the writer forgot how saves work" or "these abilities are meant to be extra potent"?
 

Is this an example of "the writer forgot how saves work" or "these abilities are meant to be extra potent"?
I would say it's save vs. Spells instead of R/S/W since there is an intelligence behind the magic. However, it is a generic statement, so for those abilities that would use a different save due to the hierarchy, you would do that instead as per usual.
 

Epic Threats

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