Optional Rules for Saving Throws

(Version 1.01 - Last Modified: 12/06/2003)



Introduction

Saving Throws are very static in Palladium Books, where every lethal poison requires the same base roll as every other lethal poison, except for those that have penalties. Even worse though, is that bonuses and penalties to Saving Throws are actually reversed. For example, the base save vs. insanity is 12, but a character with a high M.E. attribute receives a bonus to this save, which actually decreases the number needed to save vs. insanity. For example, a +1 bonus to save vs. insanity results in the base value decreasing to 11.

It is true that the bonus could be viewed as not modifying the base value needed but modifying the character's roll instead, which makes more sense, but there are other modifiers that are also inconsistent. As wizards gain levels, they gain a bonus to their spell strength, which increases the save needed by people affected by their spells, effectively provided a penalty to their rolls, even though it is listed as a bonus for the wizard. Another inconsistency can be viewed with Horror Factor, where characters can have a bonus or a penalty depending on their race or class or abilities, but the base save they are rolling against varies widely depending on the creature. Some have a horror factor of 10, while others have a horror factor of 18.

In order to combine all of these together, I am revising the basic Saving Throws system in Palladium Books to resemble the system used in the d20 system. In the revised system, there are three things to remember, the first is the difficulty rating of a saving throw, the second is the modifier to the difficulty rating, and the third is the modifier on the character's roll. The modifier on the difficulty rating would be a rare occurrence, but is provided mainly as a way to convert existing published material to use these rules.


Revised Saving Throw Rules

Whenever a character needs to make a saving throw, the GM must calculate the difficulty rating of the roll, which represents the number that the player needs to roll equal to or above in order to make the save. In most circumstances, the standard base save listed below is sufficient, but in the case of horror factor, it will be listed on the creature's statistics. The modifiers on the difficulty rating are a means to allow external sources modify the difficulty rating and to allow published material to remain useful. For example, a wizard's spell strength bonus is applied to the difficulty rating needed to make a save vs. a magic spell, whereas a disease's description may include a penalty that a character has to make to save vs. a disease; this penalty is instead added to the base difficulty rating of the disease. The third component of these rules is the modifiers on the roll against the difficulty rating of the saving throw. These mostly come from the player, which may possess a bonus to save vs. horror factor or have an attribute bonus to save vs. all types of magic. These bonuses are added to the die roll of the player and if the modified die roll is equal to or greater than the difficulty rating of the saving throw, then the save was made, otherwise it was failed.

One of the principles of this system is that the players do not know what the difficulty rating of the challenge is when they make a saving throw. The players know their own modifiers to the roll, such as attribute bonuses, but they do not know what value they are trying to defeat, the GM only has to tell them whether they passed or failed the savings throw. This provides a level of dramatic tension that does not currently exist; as the players can always try to calculate what value is needed based on what their bonus is with the base value that they know exists. Heavy use of the base difficulty ratings below creates a similar problem, so GMs are recommended to alter or change the difficulty rating depending on their own perception of the problem. For example, the players do not know how horrific a monster is, only that they have passed or failed their saving throw, eventually they may be able to figure it out, but it could several rolls.


Standard Difficulty Ratings

The following is a list of the original saving throw values that are present in nearly all books published by Palladium Books. While some variations do exist, they are mostly cosmetic, such as not including a saving throw for magic in Robotech. These numbers can be a good guide for GM's when they determine their own difficulty ratings or they can be completely ignored.


Attribute Bonuses to Saving Throws

Although saving throws can be difficult to make, all is not lost. Characters with high attributes have bonuses towards one or more saving throws. The following list relates each saving throw to the attribute that provides a bonus to it and in some cases, no attribute provides a bonus for that particular saving throw.


Saving Throw Descriptions

  1. Awe Factor:
  2. Disease:
  3. Electrocution:
  4. Extreme Temperature:
  5. Horror Factor:
  6. Insanity:
  7. Magic:
  8. Pain:
  9. Psionics:
  10. Soul Drinking:
  11. Toxins: