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Converting AD&D saving throws to stat-based saves
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8955692" data-attributes="member: 11760"><p>So this is applicable to 5E, Castles & Crusades, Shadowdark and other D&D-related games that use stat-based saves.</p><p></p><p>AD&D (and its retro-clones) use the following saving throws: </p><ol> <li data-xf-list-type="ol">Paralyzation, Poison or Death Magic</li> <li data-xf-list-type="ol">Petrification or Polymorph</li> <li data-xf-list-type="ol">Rod, Staff or Wand</li> <li data-xf-list-type="ol">Breath Weapon</li> <li data-xf-list-type="ol">Spell</li> </ol><p>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?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>How would you all do it?</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8955692, member: 11760"] 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: [LIST=1] [*]Paralyzation, Poison or Death Magic [*]Petrification or Polymorph [*]Rod, Staff or Wand [*]Breath Weapon [*]Spell [/LIST] 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? [/QUOTE]
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Converting AD&D saving throws to stat-based saves
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