Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Naming saves old school
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="howandwhy99" data-source="post: 6007256" data-attributes="member: 3192"><p>This isn't bad and an easy way to incorporate more diversity back into the game. There were actually a whole lot more save types grouped under the Big 5, but they could still be placed under stats, if you wanted.</p><p></p><p>Saving Throws were for every single different kind of save possible. They weren't grouped together to confuse people. They were simply on different progression tracks for different classes (with racial modifiers) to simplify the numerous saves in the game. This way we didn't need a track for every single one. Five was complex enough without going overboard. When your DM house ruled a new one, he or she simply placed it in the best progression as fit the design.</p><p></p><p>So what the saves were categorized under were Effects. Poison was an effect. So was Paralyzation. That they fell under the same save progression column was incidental. You could actually reassign the quoted ones above as you best see fit for your game.</p><p></p><p>Having many, many, many effects allowed for a very diverse environment that could effect you in many ways. And, of course, this doubled into the magic system, which was the arcane study of creating these effects anyways. Half of Magic-Users game play is finding new effects in the world and saying, "Now how do I do that? ...steal that... borrow that... etc." By allowing for even more effects to be created, and placed under the saving throw progressions, we could have an unlimited game again. This removes the binds of DMs (and player suggestions) from requiring them to fit everything in the preexisting game. </p><p></p><p>My main concern with Saving Throws is they don't progress anymore, so characters don't get better at them as they increase in class levels. This makes environmental equally difficult regardless of level, which isn't necessary. Instead, it's solely one's ability scores, something harder to change, that determine success. I could see one or the other influencing rolls, but I thought separate Saving Throws weren't exactly that complicated to track. Depending upon the final product I might just have to house rule them in for enabling growth out of environments and other reasons.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6007256, member: 3192"] This isn't bad and an easy way to incorporate more diversity back into the game. There were actually a whole lot more save types grouped under the Big 5, but they could still be placed under stats, if you wanted. Saving Throws were for every single different kind of save possible. They weren't grouped together to confuse people. They were simply on different progression tracks for different classes (with racial modifiers) to simplify the numerous saves in the game. This way we didn't need a track for every single one. Five was complex enough without going overboard. When your DM house ruled a new one, he or she simply placed it in the best progression as fit the design. So what the saves were categorized under were Effects. Poison was an effect. So was Paralyzation. That they fell under the same save progression column was incidental. You could actually reassign the quoted ones above as you best see fit for your game. Having many, many, many effects allowed for a very diverse environment that could effect you in many ways. And, of course, this doubled into the magic system, which was the arcane study of creating these effects anyways. Half of Magic-Users game play is finding new effects in the world and saying, "Now how do I do that? ...steal that... borrow that... etc." By allowing for even more effects to be created, and placed under the saving throw progressions, we could have an unlimited game again. This removes the binds of DMs (and player suggestions) from requiring them to fit everything in the preexisting game. My main concern with Saving Throws is they don't progress anymore, so characters don't get better at them as they increase in class levels. This makes environmental equally difficult regardless of level, which isn't necessary. Instead, it's solely one's ability scores, something harder to change, that determine success. I could see one or the other influencing rolls, but I thought separate Saving Throws weren't exactly that complicated to track. Depending upon the final product I might just have to house rule them in for enabling growth out of environments and other reasons. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Naming saves old school
Top