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| Art by Jeff Easley |
Savings throw in latter day editions of D&D are intrinsically tied to ability scores, which is pretty easy to understand. Old school saving throws, in contrast, are oddly specific and therefore difficult to generalize. Beyond that, given that they are tied to class, and only a few get ability score bonuses, it's not immediately clear what's going on in the fictional world.
Of course, this can be seen as a feature not a bug. Proponents point out the abstraction allows the player and DM to interpret what happens in the fiction, making this an unexpectedly more narrative sort of mechanical feature.
That's all sort of interesting, but a problem (for me at least) is that their progression is uniform based on class, and every member of the same class has the same distribution of saving throw aptitudes. So, while you're free to interpret success (or failure) any way you like, whatever situational explanation you give doesn't really build or develop the fictional world. As written, every cleric's better saving throw than other classes against Death Magic is just a mechanic.
I think it's more interesting to view them as telling us something about the world, while leaving room for situational factors. The fact that every member of a class is more resistant to certain dangers than others can tell us something about the training, aptitudes, of characteristics of people in that class.
Compared to the normal individual (0 level Fighter in AD&D parlance), we could conclude that:
Clerics have divine favor bolstering their spiritual and mental fortitude. This particularly protects them from effects that would destroy or disrupt the body. Their biggest advantage is against Poison & Death Magic, but they have consistently good defense against all sorts of dangers.
Fighters have their martial spirit increasing their fortitude and perhaps giving them a "sixth sense" for danger. At first level, they are neophytes and haven't cultivated this to a great degree, but by the time they max out, they have the best saves on average.
Magic-Users possess an innate arcane aura that strengthens slowly as they develop their skills. It makes them particularly resilient in the face of spells and spell-like effects cast from common magical implements like wands and staves. Interestingly, they are also somewhat protected against the magical breath of dragons. Their aura adds little to protect them from poison, though.
Thieves rely on luck to get by. In the beginning it mostly protects them against things that would bind, hinder, or directly impair them being who they are. Unfortunately, they tend to wear their luck out and they max out their saves worse off than the other classes.
Certainly, these aren't the only implied class abilities you could take from these, but I wanted to come up with an explanation that didn't implicate ability scores, and I haven't really seen another approach that does that.




3 comments:
This is a good observation about the flavor of how different classes save. (I seem to recall that at least one edition called this out specifically, but I don't know which one.) I like the implied world of D&D.
Me too. It's a lot of fun to consider.
For my own B/C retro clone I am all in on making the old saving throws clearly signpost to the players “here is the stuff you can encounter in the dungeon” while having an explanation in every class as to why they are better at X saving throw group than they are at Y. Like all such charts are another place for the Implicit Physics Engine of the setting. Even if the players don’t care, it makes it easier to me to when the explanation is there.
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