Rules
Cyclopedia Hacks & House Rules: Page 109, Character Saving Throws
I've
been toying with coupling each Saving Throw to an Ability Score,
either to incorporate the Ability Score modifier as a bonus/penalty
to each Save, or as shorthand for replacing Saving Throws entirely
with a Standard Ability check (à la 5e in a roundabout
fashion). On this dog-geared page we also have the advancement
tables, an infrequent but still rebarbatively necessary reference.
Table Look ups like these are a favored enemy of mine.
Conventionally
in BECMI, only Wisdom Modifiers influence Saving Throws in BECMI, and
even then, only sometimes with Spells.
Here's
my tinkering take:
Ability
|
Saving
Throw
|
Rationale
|
Strength
|
Paralysis/Petrification
|
Gritting
of teeth and thrashing as chalky gray stone creeps up your ankles
or against the numbness of clammy Ghoul-touch. This is physical
willpower.
|
Dexterity
|
Wands/Rays
|
Nothing
surprising here. Simple dodging really
|
Constitution
|
Poison/Disease
|
Also
pretty paradigmatic, health and haleness and the Immune system
|
Intelligence
|
Spells/Control
|
Interpreted
in this case as one's mastery over their perceived “reality,”
familiarity with the nature of magical effects, with a smidgen of
mental willpower
|
Wisdom
|
Dragon
Breath/Area Attack
|
Intuitively
knowing that standing specifically there is a bad
idea, and unconsciously avoiding to do so.
|
Charisma
|
Death
Ray/Level Drain
|
One's
sense of self, force of personality, and accumulated experiences
|
I like
to embrace the disassociated nature of Saving Throws and how the
results end up informing the game fiction. You'll notice that
naturally, since the standard Saves amount to five and Scores are
six, I've had to add one. I'm a sucker for symmetry. I decided to
split Poison/Death to give Charisma some more oomph, since Retainer
Loyalty and Reaction Rolls don't always seem to carry the impact they
deserve with players.
I've
also placed Saving Throws versus Spells under the purview of
Intelligence, for as a Prime Requisite for Magic-Users, I think it's
more useful there to support Spell Dueling and niche protection for
the Class as the go to troubleshooters of all things Magical.
While I can recite the Class Saving Throws for first level by heart (along with THAC0 catechisms up to Name, oh the useless knowledge one retains), the tables all follow mathematically frustrating different progressions, necessitating a leveling libram-lookup that I'd like to eliminate on principal.
The methods I'm meddling with don't quite work as nicely as I'd like,
because they seem to have the potential to decouple the Saving Throw
progression from character advancement, but I must admit that a part
of me likes the idea of the types of challenges that trigger a Saving
Throw having a consistent degree of danger.
I
smell some options.
The
Perceived “Problem:” A table look up requirement is present
to adjust Saving Throws when Character Leveling takes place. Ability
Checks serving as understudies for Saving Throws seems to solve this
on the surface, but then improvement becomes handcuffed to Ability
Score inflation instead of character advancement. No thank you. What
else can it be bound to instead?
Option
One:
Perhaps
allowing the player to pick one category to improve each level would
solve this. I like the granularity of this degree of advancement and
the emphasis on Player Decision, as it can telegraph to the DM what
the Player is “frightened of.” Scrumptious.
The
Player's overall odds of success on a given save will likely suffer
unless there's some standardization at the starting line for the progression. Maybe
establishing all initial saves at 15 to flatten the field a bit would
work. This would introduce a little more survivability at lower levels,
without diluting the gravity of Saving Throws too much in the long
run. This starts unyoking Saving Throws from Classes though, which
can damage niches quite a bit.
Example
One:
Haglef
the Mantled is a Fighter at level one. Before Ability Score Modifiers
are applied, all Saves are set to 15. His Ability Scores are as
follows (I'm using BECMI Bonus progression, naturally):
Ability
Scores
|
Saving
Throw
|
Need/Exceed
|
||
STR
|
16
|
+2
|
Paralysis/Petrification
|
13
|
DEX
|
10
|
-
|
Wands/Rays
|
15
|
CON
|
18
|
+3
|
Poison/Disease
|
12
|
INT
|
11
|
-
|
Spells/Control
|
15
|
WIS
|
4
|
-2
|
Dragon
Breath/Area Attack
|
17
|
CHA
|
17
|
+2
|
Death
Ray/Level Drain
|
13
|
What
a guy! After Modifiers, his initial chances are in the above table.
At
Level 2, the Player thinks back to a nasty Fireball trap that singed
him severely, and he wisely starts shoring up his abiogenetic
deficiency in Saving Throws versus Dragon Breath/Area Attack. With
this option, the decision of which Saving Throw to improve can either
be informed by Play, or out of desire to optimize and increase a
character's odds of survivability. With 36th levels of
improvement and draconically even dispersion, the final base saves
for all categories would be 9 before Ability Score modification.
Still not overwhelmingly outstanding odds, but Player Survivability
remains a matter of personal preference. This keeps things scary.
Option
Two:
As
above, but if we were to increase improvement selections to two
(either applied holistically to a single save or split) this has the
interesting aside of setting evenly distributed Base Saves to 3 at
level 36, which is closer to the 2 specified in the tables for the
non-Demihuman Classes.
Option
Three:
To
address the damage to Class niche, we could always try grafting on
some Class Based cruft onto Option One and see if it takes. The easy
way: each Class also improves a certain Save when a Level is gained.
To keep it simple, start with their Prime Requisite save and work
your way down the listed Ability Score order before repeating .
The
standard Saving Throw progressions already seem to enforce a degree
of niche protection: Favored by the Gods, a Cleric is more likely to
withstand the searing blast of Dragonfire, the lithe Thief deftly
dodges the Transmogrifying Ray, the Magic User crushes the hurled
eldritch orb to dust in his hands, etc.
Since
the Prime Requisite Ability Score under this new alignment is
somewhat tied to a Class' Saving Throw Competency, it could help
enforce this aptitude in Characters with Above Average Primes, even
if we eliminate the fiddly progressions and stick with 15 as a base
save.
Example:
Here are Haglef the Mantled's saves (after applying his somewhat
striking Ability Score Modifiers) at each level, up to Name, with
changes emphasized. Class based Changes are in bold
red while Player Choices are in
bold blue.
Saving
Throw
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
Paralysis/Petrification
|
13
|
12
|
12
|
12
|
12
|
12
|
12
|
11
|
11
|
Wands/Rays
|
15
|
15
|
14
|
14
|
14
|
13
|
13
|
13
|
13
|
Poison/Disease
|
12
|
12
|
12
|
11
|
11
|
11
|
11
|
10
|
10
|
Spells/Control
|
15
|
15
|
15
|
14
|
13
|
13
|
12
|
12
|
12
|
Dragon
Breath/Area Attack
|
17
|
16
|
15
|
15
|
14
|
13
|
13
|
13
|
13
|
Death
Ray/Level Drain
|
13
|
13
|
13
|
13
|
13
|
13
|
12
|
12
|
12
|
Here
Haglef uses his level-based choices to shore up deficiencies (whether
perceived or encountered through play is unimportant), while a steady
level-and-class based improvement takes place alongside these
decisions.
Another
Example: Trebego the Yellow is a Thief, and sadly he was
born under a significantly less fortunate sign than Haglef. Here are
his Ability Scores, Modifiers, and initial saves, followed by an
example progression table. At least he's blessed with the speedy
Level Advancement of the Thief Class.
Ability
Scores
|
Saving
Throws
|
Need/Exceed
|
||
STR
|
7
|
+1
|
Paralysis/Petrification
|
16
|
DEX
|
12
|
-
|
Wands/Rays
|
15
|
CON
|
13
|
+1
|
Poison/Disease
|
14
|
INT
|
7
|
-1
|
Spells/Control
|
16
|
WIS
|
7
|
-1
|
Dragon
Breath/Area Attack
|
16
|
CHA
|
9
|
-
|
Death
Ray/Level Drain
|
15
|
Saving
Throw
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
Paralysis/Petrification
|
16
|
16
|
15
|
15
|
15
|
15
|
14
|
13
|
13
|
Wands/Rays
|
15
|
14
|
14
|
14
|
14
|
14
|
14
|
13
|
13
|
Poison/Disease
|
14
|
13
|
12
|
12
|
12
|
12
|
12
|
12
|
11
|
Spells/Control
|
16
|
16
|
16
|
15
|
14
|
14
|
14
|
14
|
13
|
Dragon
Breath/Area Attack
|
16
|
16
|
16
|
15
|
14
|
14
|
13
|
13
|
13
|
Death
Ray/Level Drain
|
15
|
15
|
15
|
15
|
15
|
13*
|
13
|
13
|
13
|
*A
nasty encounter with some Wights at Level 5 convinces Trebego to
“double-dip” during Level 6 advancement. I don't really foresee
this being a big issue though, because the choice is always a trade
off.
Tertiary
Example: Let's look at a Player who chooses to optimize heavily
on a single save: Euphranor the Mysterious, a Magic-User with the
admirable goal of supreme mastery over the arcane arts.
Ability
Scores
|
Saving
Throws
|
Need/Exceed
|
||
STR
|
9
|
-
|
Paralysis/Petrification
|
15
|
DEX
|
16
|
+2
|
Wands/Rays
|
13
|
CON
|
14
|
+1
|
Poison/Disease
|
14
|
INT
|
14
|
+1
|
Spells/Control
|
14
|
WIS
|
11
|
-
|
Dragon
Breath/Area Attack
|
15
|
CHA
|
16
|
+2
|
Death
Ray/Level Drain
|
13
|
Saving
Throw
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
Paralysis/Petrification
|
15
|
15
|
15
|
15
|
14
|
14
|
14
|
14
|
14
|
Wands/Rays
|
13
|
13
|
13
|
13
|
13
|
12
|
12
|
12
|
12
|
Poison/Disease
|
14
|
14
|
14
|
14
|
14
|
14
|
13
|
13
|
13
|
Spells/Control
|
14
|
12*
|
11
|
10
|
9
|
8
|
7
|
5*
|
4
|
Dragon
Breath/Area Attack
|
15
|
15
|
14
|
14
|
14
|
14
|
14
|
14
|
13
|
Death
Ray/Level Drain
|
13
|
13
|
13
|
12
|
12
|
12
|
12
|
12
|
12
|
*
With a double-dip right out of the gate, it's obvious that Euphranor
fancies herself the finest spell duelist in the land, and she also
chooses to double down at level 8. By the time she's Name Level
(Necromanceress, Necromantrix? Reminds me of a future post on Level Titles, I do miss
those) she's a staggering force to be reckoned with by enemy Spell
Casters. But this is not without cost, as her intense focus on
improving this resistance has semi-stunted her other Saves, only her
Ability Score bonuses keep her somewhat competitively arrayed.
NB: With transcendent Ability Scores and consistent choices like this, a Player could theoretically take the Save tied to their Prime Requisite down to the minimum of 2 by Name Level. I don't find this too alarming, but some might. Here a Player has decided, at the cost of other attractive choices, to virtually neutralize a single type of commonly encountered threat. Good for them. This is character customization.
With Ability Score inflation virtually nonexistent in BECMI, I see this as a way to surmount some of the challenges of an unimpressive 3d6 in order that typically grow old over time. I liken it to the choice of Armor type and Weapon outlay in a way.
I do see typical Play as an active, informing force and powerful prophylaxis for stymieing such a strategy, however, and I think it has a strong likelihood of exacerbating the difficulties associated with this degree of focus.
Euphranor would regale you with hows and whys, if she wasn't so laconically lichened and lithic, languishing agape among the grazing Gorgons that guard Bargle's gatehouse.
Improvement
is still subject to the slower “ladling” with this method when
compared to the interval based competency injection of the standard
progression, but it does eliminate the frightful table look up: A
Class' Saving Throw Improvement progression is right there on the
Character Sheet, in the order in which Ability Scores are placed,
always starting with the Class' Prime. Leveling introduces a
difficult Player Choice with potentially long reaching consequences,
which is always nice.
Option
Three:
Start
applying the Class bonus at Level One. I think this might match the
math for the level 36th hypotheticals listed above a bit
better, but I don't want to rework the example tables just yet.
Option
Four:
This
is where we inevitably start to stray from Hacks & House Rulings
and into System Revision. Let's let failed or successful saves
dictate routes for improvement (use it or lose it, similar to the BRP
Skill Improvement methodology). No look ups required, just mark all
save attempts.
Example:
Good ol' Trebego the Yellow (Thief, first level) is thinking of
changing his sobriquet to “the Unlucky” as his first foray into
the Ruins of Acorn Manor is less than encouraging. While probing a
tiny alcove with a gloveless hand, his finger is bitten soundly by a
Tremor Rat, necessitating a save versus Disease, which he fails,
contracting a bad case of the Twitch. But his cautious nature was
still bacon-saving when dealing with the Giant Reticulated Puffball
fungi that flourishes in the Wine Cellar. He made his Save versus the
Spores (Area Attack), while his Party decided rather unsportingly to
end their adventuring career right then and there in order to
audition for new, if frightfully dull, vocations as fungal
fertilizer.
Thankfully,
fencing the family silver that he filched from the pantry grants him
enough filthy lucre to petition a local Lama for a Cure Disease spell
(and it's enough to gain a level!) Christened a Cutpurse (Level 2) by
the local Guild, he can now improve two saves: Poison/Disease and
Dragon Breath/Area Attack.
Here,
we still only allow up to two improvements per level, but it's almost
tempting to not limit the number of improvements at all. In this
case, I would probably single out only failures to drive improvement,
not successes.
This
could have the side effect of moving Player Decisions, and therefore
Character Action toward more risky and proactive danger-seeking
directions. With Trebego's Player deciding to intentionally seek out
a Poisonsmith to try building up an immunity to Black Dougal's
Bane the “hard way,” everyone wins, or at least, everyone
get's the opportunity to roll up new characters with frequency.
Option
Five:
We
could even try decouple Saves from Leveling entirely, and Improve
Saves as failures or successes occur during Play. The choice
of which is dependent on taste. It has always been my personal
preference to hand out consolation prizes on failures, and let
survival be it's own reward.
This
seems a bit terrifying and terribly unpredictable though, as the
frequency of triggers for Saving Throws varies wildly based on play
style, and without save difficulty being moderated and bound to
threats encountered (something that's done consistently in systems
like 3rd Edition), it seems that the threat of Save
situations is much more likely to lose it's delicious menace much
more quickly than what would be categorized as “normal” for Classic and other Old School
iterations. It is a variation that seems eminently compatible with
heroic one-shots or shorter campaigns though.
Is a
single group of tables really onerous enough to merit this much
meandering? I think so, but obviously the options presented here
won't be to everyone's taste. Hopefully there's a ore-bearing idea or
two in this seam somewhere for someone.
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