I might be barking up the wrong forum, but I'm sure I'm not the only oldschool Advanced Dungeons and Dragons player here, so I wanted to raise a question to those more experienced than me.
Anyone familiar with the old system knows about things like THAC0 ("To Hit Armor Class Zero") and the strangely specific saving throws. Instead of Fortitude, Reflex, and Will, you have saves specifically against particular groups of effects: paralysis/poison/death, rods/staves/wands, petrification/polymorph effects, breath weapons, and spells.
This I sort of get. It's a typical trait of AD&D that it tends to micromanage rather than generalize. For instance, ability scores tend to have many numbers rather than just one modifier. Strength has different values for bend bars checks, damage adjustment, and accuracy adjustment, taking into account fine differences between damage and accuracy and how physical strength would impact them each on a separate statistical curve.
Likewise there's a hierarchy of what effects and bad status changes would be harder to resist, so that's how saves are organized. Not how I'd design it, but I understand it. What I don't get is the statistical distribution of the numbers in the table.
[img src="http://img.photobucket.com/albums/v619/khyron1144/SavesTable.jpg" /]
For those not in the know, the lower the number in a save the better. You want to roll over that number on a 20-sided die to resist the effect in question. The weird thing is that Warriors get the best saves of everyone by the time they hit level 20, but other classes start with much better saves and end with much worse ones.
Does anybody understand the logic at play here? Why would a Rogue start with a save of 12 against petrification and end with 8 while a fighter starts with 17 and ends at 5?
Anyone familiar with the old system knows about things like THAC0 ("To Hit Armor Class Zero") and the strangely specific saving throws. Instead of Fortitude, Reflex, and Will, you have saves specifically against particular groups of effects: paralysis/poison/death, rods/staves/wands, petrification/polymorph effects, breath weapons, and spells.
This I sort of get. It's a typical trait of AD&D that it tends to micromanage rather than generalize. For instance, ability scores tend to have many numbers rather than just one modifier. Strength has different values for bend bars checks, damage adjustment, and accuracy adjustment, taking into account fine differences between damage and accuracy and how physical strength would impact them each on a separate statistical curve.
Likewise there's a hierarchy of what effects and bad status changes would be harder to resist, so that's how saves are organized. Not how I'd design it, but I understand it. What I don't get is the statistical distribution of the numbers in the table.
[img src="http://img.photobucket.com/albums/v619/khyron1144/SavesTable.jpg" /]
For those not in the know, the lower the number in a save the better. You want to roll over that number on a 20-sided die to resist the effect in question. The weird thing is that Warriors get the best saves of everyone by the time they hit level 20, but other classes start with much better saves and end with much worse ones.
Does anybody understand the logic at play here? Why would a Rogue start with a save of 12 against petrification and end with 8 while a fighter starts with 17 and ends at 5?