Saving Throws

New Saving Throw System:

Easy Roll 3d6 less than the type
Medium Roll 4d6 less than the type
Hard Roll 5d6 (or more) less than the type

NOTE: A roll of 3 sixes means the save always fails. Similarly, a roll of 3 ones always succeeds (no matter how many dice).

Types of Saving Throw:

Agility

Used for dodging-type saving throws (FireBalls, pit traps, falling, swinging from a chandelier, etc.)

Calculated
((2x Dexterity) + Fitness)/3
Increases
Thief/Monk +1 per even level
Fighter-types +1 per odd level after first
Cleric-types +1 per odd level after first
Mage-types +1 3rd/6th/9th/etc. levels

Force

Strength.

Calculated
Strength
Increases
Thief +1 per odd level after first
Fighter-types +1 per even level
Cleric-types +1 per odd level after first
Mage-types +1 3rd/6th/9th/etc. levels

Magic

Used for resisting magical attacks (Hold, Sleep, Charm, etc.)

Calculated
Mage-types use Intelligence, everyone else uses Wisdom
Increases
Thief +1 per odd level after first
Fighter-types +1 3rd/6th/9th/etc. levels
Cleric-types +1 per even level
Mage-types +1 per even level

Resistance

Health

Calculated
Health
Increases
Thief +1 per odd level after first
Fighter-types +1 per even level
Cleric-types +1 per even level
Mage-types +1 per odd level after first

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