Wednesday, June 15, 2011

OSR & 3.x Saves, Dave Arneson Style

Somehow, I got on a tangent last night of wanting to fix the 3.x save system.

I have two problems with saves in 3e.

1. There needs to be a cap on the DC's. That's an easy fix.

2. Fort, Reflex & Will. I really dislike having Saves reduced to these three types. The older systems have far more flexibility and room for imagination.

Let's have a few word from Gary: DMG pge 80 - 81:

"Someone once sharply criticized the concept of the saving throw as ridiculous. Could a man chained to a rock, they asked, save himself from the blast of a red dragon's breath? Why not?, I replied. If you accept fire-breathing dragons, why doubt the chance to reduce the damage sustained from such a creature's attack? Imagine that the figure, at the last moment, of course, manages to drop beneath the licking flames, or finds a crevice in which to shield his or her body, or succeeds in finding a way to be free of the fetters. "
"A character under magical attack is in a stress situation, and his or her own will force reacts instinctively to protect the character by slightly altering the effects of the magical assalut. This protection takes a slightly different form for each class of character. Magic-users understand spells, even on an unconscious level, and are able to slightly tamper with one so as to render it ineffective. fighters withstand them through sheer defiance, while clerics create a small island of faith. Thieves find they are able to avoid a spell's full effects by quickness. "
There's a method to the madness of the five-save system. One that allows more flexibility, in imagining the action. In short, why should a save vs. a spider's poison be Con based? Why not Reflex? The damage from the spider's hit, in the latter case, would be taken from those "non-physical" hit points. At the last minute, the PC dodged and avoided the venomous fangs.

But, why not something non-attribute based? Maybe a fighter's armor prevented the fangs from penetrating. And why wouldn't armor provide a bonus, in such situations? See page 81 of the DMG, again, for Gary's remarks on modifiers to saves.

Which brings us to the single save and a remark someone (don't remember who) made, that Dave Arneson only allowed a Saving Throw, if the player in question came up with a good enough reason for receiving one. You see where I'm going with this, right?

So, a single 3.x save. In an appropriate situation, the player describes why and how his character is saving. Any appropriate bonuses, are allowed. Whether he's relying on his armor to protect him from the spider's venom, his quickness, his faith (remember St. Paul?) or his constitution, he explains it to the DM and the latter ok's things, assigning a modifier, if appropriate and one isn't already evident.

Maybe the MU scribbles a sigil and makes a quick, short-term pact with the Demon Lord of Spiders. Not necessarily of the soul-selling sort. Demon Lords need the occasional favor or chore taken care of, as well. Will that unearthly being accept the offer? Better hope so!

The same "Dave Arneson" rule can be applied to earlier versions as well,of course and should work just dandy!

And here we see Dave Arneson's wisdom, at work! Putting the onus on the player is the best way to ensure creativity and imagination, in the action going down during a saving throw! Not to mention fun! It'll take some working out, but I'm going tie this to the S&W single save system and see how it goes!

8 comments:

  1. I like one S&W's one save to rule them all - just use different ability bonuses versus different threats. Dodge the death ray? DEX bonus. Break out of petrification? STR bonus. Shrug off poison? CON bonus. See through a Charm? WIS.

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  2. James: Nice to see you back. I hope all is well. This was a great post. Until now, I had always preferred the flexibility of 3e's save system, but looking at things this way, I wonder why we need to box saves into specific concepts at all? You have definitely inspired me to rethink handling saves in my own games.

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  3. You got me thinking. And I am a diehard 3-save man.

    My remaining argument would be: the 3 save system is easier to understand for players and GMs when thinking about hacking, creating your own rules and traps and monsters, and advancing the character. You can take that and screw around with it infinitely. It makes the game more "legible". I know how what I do today affects what happens tomorrow.

    However, like I said, you got me thinking maybe the old system has its uses.

    hmmmm...

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  4. MORE PROOFS WHY S&W ROX AND D&D SUX!!

    :p
    -NUNYA

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  5. Oh, also James--sent you an email. May be caught in the spam filter.

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  6. @Zak- It did get caught in the filter!

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  7. I'm a bit late to the party, but felt like I wanted to chime in.

    Actually, if we consider Dragons at Dawn as a snapshot of Dave's game, there are more than one saving throw.

    Like T&T, all stats are rolled against for "saves" against different calamities. That, of course, is another way to handle saves. I have written on the matter of saves myself, and consider it a very interesting subject. There you can tweak the game a lot.

    I'd suggest you use all stats in saves, like you suggest, but why not then not take the next step and just use the stats?

    When it comes to the classic D&D saves, I'm just like Zak, solidly in favour of the 3 saves.

    Those categories, even if they like you have noted have some oddball corner cases, are more general. I mean, compare saves against "wands" with Reflex! The latter is easier to adopt, and the former will sound odd when used against anything else than just, wands! Quite limiting, I'd say. That for me is the big win with the three saves.

    I'm also a big fan of the S&W system, just because.

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