James Gasik
We don't talk about Pun-Pun
The ones the bad guys fail.
I kind of like these rules, they're simple and concise. Is this an AD&D house rule (wondering because of the +2 bonus for Paladins).Other: Saving throws are d20 + Level + 3. Level + 5 if the character is a paladin. >= 20 saves.
Sometimes there are magic items or methods of training that might give +2 to specific situations.
Why? I got really tired of explaining how saving throws worked every single time for every single player except one. Everyone's happier now.
Non-leveled / heroic people save 1 in 6.
Yes, my main game is a heavily mutated AD&D.I kind of like these rules, they're simple and concise. Is this an AD&D house rule (wondering because of the +2 bonus for Paladins).
Nice. I take it that you don't bother with defensive adjustment from Dexterity or Wisdom affecting saves then?Yes, my main game is a heavily mutated AD&D.
I've never had to explain them beyond simply stating - once - what they are (a chance to avoid or mitigate something bad, usually) and how they work (roll a d20 when I ask you to, higher is better, and let me-as-DM sort it from there).Other: Saving throws are d20 + Level + 3. Level + 5 if the character is a paladin. >= 20 saves.
Sometimes there are magic items or methods of training that might give +2 to specific situations.
Why? I got really tired of explaining how saving throws worked every single time for every single player except one. Everyone's happier now.
This is just incorrect. There's a big difference between thog the half troll barbarian not caring about fort saves or merlin the wizard not caring about will saves at high level vrs not caring about any saves because Thog is going to get creamed by will saves & merlin is going to fail a fort save just by being near one. 2e was a little different in that it became easier to save (roll a d20 hiugher than number listed on that) but a failed save was almost always awful.The treadmill is a product of the change in purpose. The treadmill allows characters to face greater threats with similar chances of success, while easier threats are bypassed more easily. In the old style, failing a save was usually catastrophic, so by having them increase slowly over time represented the character's experience. Using the old style with mitigating saves would mean that most players would stop caring about saving throws as they level.