SAVING THROW MATRIX
Roll two dice to avoid the full effect of a weapon. After every three levels for Fighting-Men, each Saving Throw improves by one (and after every four levels for Clerics and after every five levels for Magic-Users).
Breath | Poison | Petrify or | |||||||||
Class | Attacks | or Death | Paralyze | Wands | Spells | ||||||
Cleric | 10 | 8 | 9 | 8 | 9 | ||||||
Fighting-Men | 9 | 8 | 9 | 8 | 10 | ||||||
Magic-User | 10 | 8 | 8 | 8 | 9 |
Why not just get rid of the chart and use one number for simplicity like... 9 and make modifiers according to the type of saving throw 'attack' they are (ala S&W?
ReplyDeleteI like Swords & Wizardry very much, but I have two complaints about that system. Firstly, it's somewhat a false positive, since you have to remember class bonuses to certain saves anyway. Secondly, I like how having the five saves written on the sheet actually guides play. Referees have to make their game world work with the system instead of vice versa, meaning you have to be creative within the restricted space of game mechanics. For example, when something outré happens to a hero, the referee has to force it into the five save paradigm (maybe the character will test Breath Attacks to get out of the way of the falling portcullis in time, as both tests are mainly about reflexes). The restrictions help reinforce a certain game world, in my view.
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