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 |
page revision: 0, last edited: 29 Nov 2007 20:49