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
Why do we need saving throws?
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="Bawylie" data-source="post: 7072486" data-attributes="member: 6776133"><p>I played 2nd edition from the ages of 8 to about 16 or 17. Neighbor's game. They were older kids but our moms made them let me play.</p><p></p><p>Now, 2nd edition was never the same game between tables. The experience was largely based on your DM and their decisions what rules, subsystems, and tables applied. That tended to vary. </p><p></p><p>One of the things our group did in combat was a declarative phase prior to rolling initiative. Our DM would say what it looked like the bad guys were doing (readying a breath weapon, casting a spell, aiming a ranged weapon, closing into melee, etc) and we would then declare our plans in response. Taking cover from breath weapons, trying to disrupt or counter a spell, firing back or closing in on ranged enemies, readying to receive a charge, that kind of deal. Then we'd all roll initiative and apply various speed bonuses or penalties and resolve the actions accordingly. </p><p></p><p>Now, if you beat the dragon who was readying its breath weapon, and you declared you were taking cover from it, you got out of it. But if it beat you, or you decided to ignore it in favor of some other action, THEN you'd save vs breath weapon. </p><p></p><p>I recall we'd have Dwarven fighters on our front lines because they had good saves, and you could shoot over them. All that sort of thing made a difference. </p><p></p><p>Our fights were maybe two or three long as h*ck rounds, but the general idea of it was that the saving throw was the last ditch mechanic that applied if you were too slow or ignored the impending hazards. Like "You've been poisoned, now what?" as opposed to "they're trying to poison you, let's see if it works."</p><p></p><p>So your agency came in as you perceived threats and decided how best to neutralize them. And it got interesting. I remember one time we were fighting something that was going to lightning bolt us (in a hallway) for the second time. And we had a pretty big argument about how to react. Some of us wanted to get out of the way, some argued we could kill him before he got the spell off. I don't remember how it turned out. But I remember the argument. </p><p></p><p>Anyway, that's how we rolled with saving throws and the issue of agency, I guess. Though we didn't call it that. I think we made fun of people who would take gambles. "So you're gonna stand there while the orc charges you? Better start rolling a new character." And then like that charging orc would get shot down or not and we'd all yell or continue mocking. </p><p></p><p></p><p></p><p></p><p>-Brad</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7072486, member: 6776133"] I played 2nd edition from the ages of 8 to about 16 or 17. Neighbor's game. They were older kids but our moms made them let me play. Now, 2nd edition was never the same game between tables. The experience was largely based on your DM and their decisions what rules, subsystems, and tables applied. That tended to vary. One of the things our group did in combat was a declarative phase prior to rolling initiative. Our DM would say what it looked like the bad guys were doing (readying a breath weapon, casting a spell, aiming a ranged weapon, closing into melee, etc) and we would then declare our plans in response. Taking cover from breath weapons, trying to disrupt or counter a spell, firing back or closing in on ranged enemies, readying to receive a charge, that kind of deal. Then we'd all roll initiative and apply various speed bonuses or penalties and resolve the actions accordingly. Now, if you beat the dragon who was readying its breath weapon, and you declared you were taking cover from it, you got out of it. But if it beat you, or you decided to ignore it in favor of some other action, THEN you'd save vs breath weapon. I recall we'd have Dwarven fighters on our front lines because they had good saves, and you could shoot over them. All that sort of thing made a difference. Our fights were maybe two or three long as h*ck rounds, but the general idea of it was that the saving throw was the last ditch mechanic that applied if you were too slow or ignored the impending hazards. Like "You've been poisoned, now what?" as opposed to "they're trying to poison you, let's see if it works." So your agency came in as you perceived threats and decided how best to neutralize them. And it got interesting. I remember one time we were fighting something that was going to lightning bolt us (in a hallway) for the second time. And we had a pretty big argument about how to react. Some of us wanted to get out of the way, some argued we could kill him before he got the spell off. I don't remember how it turned out. But I remember the argument. Anyway, that's how we rolled with saving throws and the issue of agency, I guess. Though we didn't call it that. I think we made fun of people who would take gambles. "So you're gonna stand there while the orc charges you? Better start rolling a new character." And then like that charging orc would get shot down or not and we'd all yell or continue mocking. -Brad [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why do we need saving throws?
Top