Neonchameleon
Legend
They made the saving throws functional then grouped them. You used whichever category you hit first.Grouped in 5 types,
Paralysation.
Poison
Death magic
Petrification
Polymorth
Rods
Staves
Wands
Breath weapon.
Spell
I have absolutely no hint of what r/s/w was talking about...
Death/Paralysis/Poison a.k.a. Save or Die. The easiest group to save against and the most fatal. In earlier versions Paralysis was under Save or Suck - but in practice it was followed up by a coup de grace so was effectively a death spell
Rod/Staff/Wand a.k.a. Spell-in-a-can and easier to save against than default spells. The item does the work not the caster. It was always one point easier than save vs spell.
Petrification/Polymorph a.k.a. Save or Lose. Fail to save against one of these spells and you're out of the fight. But not dead and can at least scamper away or are protected by being stone
Breath Weapon a.k.a. Other Physical. If it wasn't poison and wasn't magic it came here.
Spell a.k.a. Other Spells. When you cast something and it wasn't one of the above it was a generic spell
One of the (many) things 3.0 did that overpowered wizards was threw this out of the window. In AD&D Stinking Cloud was a bad spell because it was a save vs poison, meaning it was pretty easy - while Fireball or even burning hands always did something and was hard to save against. Also spells got easier to save against at higher level in AD&D and harder in practice in 3.0.