Saturday, November 22, 2025

Saving Throws

In MyD&D saving throws are performed by making a Difficult skill test (d30) against the appropriate characteristic.

Saving ThrowCharacteristic
Save vs Paralysis & PetrificationSTR
Save versus Poison & DeathCON
Save versus Breathe & BlastDEX
Save vs Sorcery & SpellsINT
Save vs MagicWPR
Save vs Fear & CharmCHA

Choice of Saving Throw: The choice of what saving throw is made is determined by the player, depending on the nature of the attack and the character's response to it. For example when attacked by a wand of paralysis the character could respond by taking cover (a save versus magic [INT]), dodging the attqck (a save versus blast or breathe [DEX]), resisting the magic of the wand (a save versus spells [WPR]), or resisting the effect itself (a save versus paralysis {STR]). The character can only save once, so they will usually choose the ebst save they have. Note that some saves may be more difficult than others. For example dodging out of the way of an area effect attack is usually performed by halving the character's DEX score, unless the character actively attempts to use movement to get out of the area of effect.

Amulets of Protection: A common form of magical enchantment is a protection against a certain attack form. These do not provide a bonus directly, but instead reduce the difficulty of the saving throw to normal. For example a sword might grant the user protection vs magic, which will cause the user to save vs magic by making a d20 throw against WPR. Some protections may be more limited in scope, only protecting against specific forms of atatck. Note that enchantments applied to items that are already protective in nature (shields, armour, and amulets) may grant the yser increased protection with their use (such as a shield being used to take physically take cover from a dragon's breath weapon attack. The majority of protection enchantments are of the fourth rank (Grade D; +2).

Amulets of Protection 2: Amulets of Greater Protection provide full immunity against the specified attack form. These are normally Magic Items of the Second Rank (Grade B; +4), although if they simply protect against elemental forms of attack they can be created as Magic Items of the Third Rank (Grade C;+3). In any case it requires the appropriate Elemental Forge to create them, and they almost always take the form of amulets, rather than an enchantment on another device. Note that they may have collateral effects, such as preventing the user from making use of the element that they protect against. In game terms these convert any appropriate saving throw to Easy difficvulty (automatically successful unless the user is crippled in that characteristic). Note that these amulets also negate half damage on a failed save.

[Design Notes]: Remember that in MyD&D the character's characteristics increase as the character levels. This allows the saving throws to reasonably match those used in OD&D for the various classes. This version is slightly different from the one playtrested in my game in that the INT save used to be Save vs Wands & Staves and the WPR save used to be Save vs Magic &aamp; Spells. Note that I have added a sixth save (Save vs Fear & Charm), both to complete the tableau, but also because undead in my game tend to have an aura of fear that affects mortals.

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