In Part 1, I looked at issues with the current 2e saving throw ruleset. This time, I’ll be desecrating a beloved game mechanic to ‘fix’ those issues. I hold no deep affection or nostalgia for the original construction of these saving throws, but I absolutely adore the concept of saving against a threat over the modern design of saving with an ability. The following is an attempt to preserve that feel, but in a way that makes sense to me and that serves the game I seek to build from 2e’s design.
Thursday, November 27, 2025
Thursday, November 20, 2025
Hacking 2e: Saving Throws – Part 1
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| He's a big boy. |
Judging by how often they’ve changed through the history of the game, the rules for saving throws might be the least sacrosanct of the D&D mechanics. For more details on the origins and changes throughout the editions, DM David and Grognardia talked about that years ago, but the rundown is this: TSR-era D&D uses saves against specific perils, with static values based on class and level. OD&D, AD&D, and Basic each have different groupings and values for these saves, with Paralyzation wandering about the table as the years passed. WotC threw it all out with 3rd Edition and created Fortitude, Reflex, and Will saves, now adjusted by your ability score. 4e turned these three into static defense numbers on par with AC, and used saving throws as a state-tracking mechanic. Finally, 5e reintroduced saving throws as a reactionary tool, but just made them modified ability checks. In short, the saving throw mechanic managed to save vs Petrification over the past 50 years.
The OSR approach to saves is anywhere between reverential and heretical. The faithful go no further than renaming the categories and maybe tweaking some numbers (though a notable exception is Swords and Wizardry, which cut saves down to a single column). The hacks, and other OSR content not wed to the sacred texts, just use 3e or 5e save mechanics or excise saves entirely. The dividing line is compatibility to older material; if you want your game to work with X1 or whatever, you’re going to make sure it has a ‘save vs Poison’ of some sort. Otherwise, keeping this system can only be a preference, either due to familiarity or in an attempt to evoke ‘the old school.’ Without such a need, a designer might discard them in favor of ‘better’ approaches.
Dolmenwood serves as an interesting case study in having your cake and eating it, too. Here, the Basic D&D saves are presented in an altered form: Doom, Ray, Hold, Blast, and Spell. The categories have been simplified in their presentation to the player, yet still retain their original assigned purpose – Doom still covers Poison and Blast still includes Dragon Breath. More than this, they’ve been expanded to include new meanings (Hold for falling rocks, Blast for explosions, etc.), moving beyond specific, proscribed events. In this way, the game maintains technical compatibility (well, at least with saves) while forging its own path.
I think that’s sufficient to say we have a bit of room to play around in this space. First, let’s look at some problems present in the 2e Saving Throw system.
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