Saving Throw Rules [06FEB09] saving.htm

Saving Throws normally require a roll under STAT x 5  (typically: DEX x 5 v explosions, WIS x 5 v enchantments, CON x 5 v poisons).

Modifiers add to the stat before multiplying, i.e. (STAT + MODIFIER) x 5
Modifiers can be a simple bonus/penalty (e.g. +2 for Protection From Evil) but many derive from the formula: +/-1 per Point under/over 10.
E.g.:  Poison Potency (+/-1 per POT); Mind-attack spells on single target (+/-1 per Caster POW); Very large creatures (+1 per 10 SIZ >10).

Statistic Situation Examples
DEX Reflexes Evocation spells (such as Fireball), similar effects (like dragon breath/explosions) and fast-moving traps.
WIS Willpower Other magical spells (such as enchantments) which affect the mind and do not produce physical effects.
CON Fortitude Poisoning and other physical effects such as drowning, asphyxiation, petrification, polymorph, etc.
INT Perception Illusions and hidden dangers such as lurking assassins, poisoned food, etcetera.

Successful saving throws will usually halve damage, avoid/reduce poisoning or entirely negate other effects. Defence may also apply.
NB: 
Characters using DEX/Defence to save themselves must actually do something (i.e. dive back/aside). Even a mighty hero would char if they just stood there and took the dragon's fiery breath. If our hero saves and survives, they will find they have somehow dived back ten feet behind now-blackened rocks. They may look undignified - but they are alive to fight another day (or one more round, anyway...).

ITEM SAVES: Normal Blow Crushing Blow Acid Fire Frost Lightning
BONE 55% 25% 50% 60% 100% 65%
CERAMIC 50% 20% AUTO-SAVE 80% 90% 50%
CLOTH AUTO-FAIL AUTO-FAIL 45% 25% AUTO-SAVE 15%
GLASS 30% 5% AUTO-SAVE 70% 75% 20%
HARD METAL 95% 75% 70% 95% 95% 95%
JEWELLERY 60% 35% 40% 40% 95% 25%
LEATHER 95% 85% 55% 75% AUTO-SAVE 40%
PAPER AUTO-FAIL AUTO-FAIL 25% 5% 95% 5%
WOOD 90% 55% 65% 70% 95% 35%