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AD&D Saving throw modifications
Okay, because I am a loser, I spent more time thinking about the saving throw
problem after I wrote the 2nd edition of the rules hospital. So I decided to
just make it a separate section since sometimes I will be awakened in the middle
of the night by phantom ideas for revising saving throws and using my
indomitable discipline, I will say, "No, Nealok," (I call myself
Nealok, too.), "you already have a section on saving throws; you don't need
another one."
But I was tired of denying my true self, so I
made this page. Without further ado, here are the ideas.
- First of all, see the Nealok's AD&D Rules
Hospital Vol. 2; I am big on the averaging things is still a good idea, I
think.
- Take the average ability
score of the character, the general composite for the character's overall
abilities, and roll 1d8. For 1-4, subtract it from the average; for 5-8, add
it. Using some method, preferably the one I suggested for point-based
advancement (because I'm the man), or some other method determined by your
DM, add points to this stat, which I have named [drum roll} Luck. The
reason behind this method is that essentially, all the saving throws are
related to a character's capacity for luck, and who knows what that is based
on. Still, it would suck a LOT if there were nothing any character could do
to advance this number, so that is why I suggest characters be able to add
to it, reflecting their advanced experience. This would also be a good
number to which to add a temporary point for exceptional role-playing.
- Just roll an existing stat,
probably Intelligence, Strength, Dexterity, or the Willpower or Perception
stats I suggested in an earlier Rules Hospital.
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