To streamline play and make saving throws more varied and realistic, we've adapted the saving throw concept to our attribute check system. When using the system outlined below, discard the guidelines cited in the RC.
Saving Throw Basics
Saving throws represent a character's ability to avoid some significant calamity, disaster, or other danger directed at or around him. As a result, the types of threats one might save against are numerous, ranging from various spell effects to mental controls to relatively mundane hazards presented by traps, the elements, or extreme conditions.
All saving throws are rooted in one of the six ability scores (Strength, Intelligence, Wisdom, Dexterity, Constitution, or Charisma; RC/9). As a result, any saving throw easily can be converted to an attribute check.
Save Target Numbers
Like other attribute checks, the base target number for saving throws is 18. Opposition level is based on the source of the attack or hazard. For example, the target number of a saving throw against a Spell cast by a 4th-level magic-user is 22; a save vs. Fear originating from a 9HD dragon is TN 27.
Save Check Modifiers
When a character makes a saving throw against an attack form familiar to his class, he may double his existing level-based check modifier. This simulates the use of professional experience to counter attacks with which the character is likely acquainted. For example, magic-users gain this bonus when saving against spells; thieves gain this bonus when saving against traps, etc. The DM is the final arbiter of whether this bonus applies, but as a rule of thumb, if the character is capable of launching the attack himself, he should receive this bonus.
Saving Throw Types
The roster below contains hazards that allow saving throws; the save's corresponding ability score is cited parenthetically. In general, a successful save either completely negates or halves the attack's effect.
When an attack spans multiple categories, (e.g., a black dragon's acid breath weapon or a medusa's petrifying gaze), use the type that most closely represents the attack's source (i.e., breath weapon for the black dragon, gaze weapon for the medusa's stare). Our logic is that if one can avoid the cause, they need not bother with the effect.
- Acid (Dexterity)
Any attack formed of some acidic or caustic substance. A successful save reduces damage by half. - Breath Weapon (Dexterity)
Any attack that originates from a creature's breath (a dragon, hell hound, etc.). A successful save reduces damage by half. - Charm (Wisdom)
The beguiling effects of a charm person or similarly suggestive spell, from whatever source. A successful save negates the effect. - Disease (Constitution)
Any disease, virus, germ, or pathogen. A successful save negates the disease. - Energy Drain (Constitution)
Any attack that traditionally drains one or more experience levels. In Trid, energy drain attacks behave differently than described in the official rules (RC/154). A successful save reduces the drain by half (drop any fractions). - Falling (Strength)
Falls from any distance allow the victim to make a saving throw; a successful save reduces damage by half. - Fear (Wisdom)
Any panic or fear based attack. A successful save negates the terrifying effect. - Force (Dexterity)
Any physical attack not made with a weapon whose impact buffets or impacts the victim. A successful save allows the target to dodge the brunt of the attack and take half damage. - Gaze Weapon (Wisdom)
Any attack delivered through eye contact (a medusa's turn-to-stone attack or a vampire's charm). A successful save negates the attack's effect. - Paralysis (Strength)
Any attack that freezes, immobilises, holds, or otherwise deprives the target of free action on a temporary basis. A successful save negates the paralytic effect. - Petrifaction (Constitution)
Attacks that turn the target to stone on a permanent basis. A successful save negates the effect. - Poison (Constitution)
Toxins (natural or manufactured) from a creature's bite, claw attack, or tail sting, or venom from a poisoned blade or weapon. A successful save negates the poison. - Spell (Dexterity)
A catch-all for spells or spell-like effects not subsumed by another saving throw category; this category includes magic missiles, fireballs, and lightning bolts. A successful save negates the spell's effect.
Examples
- Mertrand is a 3rd-level magic-user who accidentally trips a rock fall in a cavern. The DM rules that Mertrand can avoid the tumbling boulders with a Force save. Mertrand's DEX is 13 and, luckily, a primary attribute; adding to his fortune, the DM gives assigns the task a difficulty of Easy (TN 15), due to the maneouvring space in the cavern. Mertrand's check modifier is +10 (+3 for 3rd-level, +6 for DEX as primary, +1 for DEX 13); he needs a 5 or better to make the save.
- Blinky is a 1st-level thief who fails to disarm a poison needle in a lock he's trying to pick. He must save with his CON, which is only 9 and a secondary attribute. The trap was set by a 2nd-level NPC for a TN of 20, and Blinky qualifies for the class bonus since, as a thief, he has some familiarity with traps and poison needles. His check modifier is +2 (+2 for 1st-level with bonus, +0 for CON 9 as secondary); he must roll 18 or more to make the save.
Related Articles
- Attribute Checks - A streamlined dice mechanic for doing resolving any game action.
- General Skills - Using the attribute check method with general skills.
- New General Skills - A roster of new General Skills from The Trid Campaign.