Returning to my Roots: Me and Basic Fantasy

I do have to say, the five saves are way less intuitive than F/R/W saves.

I don't have a strong desire to change it in my AD&D game, mind you, but I think F/R/W are just more obvious categories for ad-hoc rulings.

-O

The 3 save system can be worked up just fine as long as the progression is a little more even so that certain classes don't have nearly zero chance to make a save outside of thier strong save(s).
 

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Some people find big stat blocks convenient, while others find them a waste of space. For me, that meant wasted money the one time I bought a Goodman Games 3E product; that might not hold for all such offerings, but it left a very bad taste in my mouth.

Likewise, some of us prefer a simple table look-up to having to do arithmetic with every roll. How visually oriented one is, and how familiar with the table in question, probably makes the difference. (This is more relevant, though, to hit rolls than to saves in old D&D.)
 

In theory, I could take the generic stat block and write it like this.

Skeleton: AC 13, HD 1, HP 5, # At 1, Dmg 1d6, Mv 40’, Save F1, ML 12, XP 25

Or, if I wanted a bit more info so as not to need the book at all.

Skeleton: AC 13, HD 1, HP 5, AB +1, # At 1, Dmg 1d6, Mv 40’, Save DRP 10, MW 11, PP 13, DB 15, Sp 14, ML 12, XP 25 (1/2 dmg vs. non-blunt wpns)

I guess it really depends if you mind the stat block reaching one line or two. :)
 

I like having 6 save categories based off of each attribute. It helps make all attributes at least a little relevant. Yeah, 3 save categories may seem a little intuitive, but it also make only 3 attributes important.

I'll sacrifice a degree of "intuitive" for having all attributes relevant.
 

Instead of re-posting the entirety of my post on savings throws at K&K, I'll just link to it...

KNIGHTS & KNAVES ALEHOUSE :: View topic - Saving Throws in O(A)D&D

To sum up, my expanded saving throw categories for B/X:

Death Ray or Poison: Physical resistance to trauma (fortitude in 3e terms)
Magic Wands: Dodging ability (reflex in 3e terms)
Paralysis or Turn to Stone: Mind over body (will in 3e terms)
Dragon Breath: Sheer luck, or the favor of the gods, if you'd rather
Rods, Staves or Spells: Innate magical resistance

Where there's overlap and the rules don't specifically state which save to make, I go with the most favorable to the character making the save.

I'll often use saving throws where other DMs ask for ability score rolls, and apply ability score adjustments and other modifiers liberally.
 

Use of saving throws seems in my experience a prime area in which old-style D&D campaigns tend quickly to build a fairly consistent set of house rules.

There was/is a pretty common "waste not, want not" aesthetic of pressing existing mechanics into service when a new question arises, even if the result is notably rough around the edges. For another instance, there's a loose correlation of better (non-magical) armor class with encumbrance that may not be terribly realistic but is firmly entrenched in D&D tradition.

I have seen a lot of uses of the "x chances in 6" roll, sometimes to the extent that a distinctively colored cube is conventionally thrown with any other roll to serve as a catch-all gauge for all sorts of special situations. The initiative dice are also often very versatile referents.
 

Remathilis;4850581 Interesting. I haven't decided humanities strength/weakness yet said:
+1 to any one ability - possibly depending on race/ethnicity as in the Conan RPG, or free choice - while keeping the XP bonus, looks like a good aproach, thanks.
 

It's not bad but they didn't d20 it enough for my taste. I don't like the different xp progressions for each class. I'd have preferred to see three saving throws - Fort, Ref and Will - instead of five. It would be better if monster attacks and saves were listed in the monster entry so you don't have to look up a table, all the info you need should be there on one page, 4e style.

In short, it's too complex. They could've simplified it by making it more like 3e and 4e.

I agree on this - Thief skills could be a d20 roll on the task resolution table; saves could Fort/Ref/Will, likewise.
 

+1 to any one ability - possibly depending on race/ethnicity as in the Conan RPG, or free choice - while keeping the XP bonus, looks like a good aproach, thanks.

I also had the idea, taken from 1e Unearthed Arcana, that humans could use a different generation method. Eg non-humans best 3 of 4d6 arrange as desired, humans best 3 of 5d6, arrange as desired. That might be powerful enough to lose the XP bonus.
 

The 3 save system can be worked up just fine as long as the progression is a little more even so that certain classes don't have nearly zero chance to make a save outside of thier strong save(s).

I think the best approach is to start with a fairly big variation by class, say 2-4 points (C&C's 6 point Prime/non-Prime variation is a bit extreme, but seems to work ok in play), but then have all classes progress in their saves at the same rate - 1/level, 1 per 2 levels, etc.
 

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