User:Proton/Revised old school
Saving Throws
Your DM will ask you to make a saving throw with a specific ability.
- Roll the Die: To make a saving throw, roll a d20, add the relevant ability's modifier, and add your race's save bonus for your level (see tables below).
- Apply Bonuses and Penalties: If a class feature, a spell, or some other effect gives you a bonus or penalty to this saving throw, apply it to your current total.
- Announce the Total: Tell the DM the result of your saving throw.
When you make a saving throw, the effect you attempt to resist has a DC. Powerful effects have higher DCs, while weaker ones have lower DCs.
If you fail the saving throw, you suffer the full force of the effect you attempted to resist. A spell might deal its damage to you, you might fall into a pit that opens beneath you, or a poison might sap your vitality.
If you succeed on a saving throw, you either avoid the effect or suffer a diminished version of it. You might take cover and thus suffer only partial damage from a spell. As a pit opens, you might leap to solid ground. A poison might cause you to feel ill, but you are durable enough to shrug off some of its effects.
Sample save DCs:
- 11: Death ray, poison
- 12: Magic wand
- 14: Paralysis, turn to stone
- 15: Dragon breath, rods, staves, spells
Specific save modifiers:
- Fighters have +1 on Dexterity saves.
- Magic-users have −1 on Dexterity saves and +1 on Charisma saves.
- Halflings have −1 on Dexterity saves.
Level | Bonus |
---|---|
0 | −2 |
1–2 | +0 |
3–4 | +1 |
5–6 | +2 |
7–8 | +3 |
9–10 | +4 |
11–12 | +5 |
13–14 | +6 |
15–17 | +7 |
18–20 | +8 |
21–23 | +9 |
24–27 | +10 |
28–31 | +11 |
32–36 | +12 |
Level | Bonus |
---|---|
1 | +3 |
2 | +4 |
3 | +5 |
4 | +6 |
5–6 | +7 |
7 | +8 |
8 | +9 |
9 | +10 |
10–12 | +11 |
Level | Bonus |
---|---|
1 | +0 |
2 | +1 |
3 | +3 |
4 | +4 |
5 | +5 |
6 | +6 |
7 | +7 |
8 | +8 |
9 | +10 |
10 | +11 |
Level | Bonus |
---|---|
1 | +3 |
2 | +4 |
3 | +6 |
4 | +7 |
5 | +8 |
6 | +9 |
7–8 | +10 |
Attack Rolls
An attack roll uses a base attack bonus determined by your class and level. You can calculate your base attack bonus as follows (fractional results round down):
- (L − 1) × 2⁄3: fighters, demi-humans.
- (L − 1) × 1⁄2: clerics, thieves.
- (L − 1) × 2⁄5: magic-users.
- R + 3: experienced demi-humans, where R is the place of the attack rank in the alphabet (A, 1; B, 2; etc.).
- −1: Commoners.
- (HD − 1): Monsters up to 10 Hit Dice (Hit Dice with bonuses round up).
- (HD − 10) × 1⁄2 + 9: Monsters with 11 or more Hit Dice (Hit Dice with bonuses round up).