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Post by crusssdaddy on Oct 16, 2009 23:26:55 GMT -6
When did this start? Looking at Men & Magic, they don't seem to have them (despite spells like Charm Person seemingly requiring a save). And then later versions have the 'Save As' stat included for monsters. Do monsters get saves in the little brown books?
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Post by snorri on Oct 17, 2009 13:36:09 GMT -6
Curious, but it seems you're right. It seems the answer is yes, as it is specified that Giants can save against potions of Giant control (p. 32).
I guess the 'default' save could be find in Chainmail, p. 31 :
Hero-types : Saved by a dice roll of 9 or better Super Hero : Saved by a dice roll of 6 or bette Wraith : Saved by a dice roll of 7 or better Balrog : Saved by a dice roll of 6 or better Giant : Dice under 5, routs off board; dice under 9, back 1 move; dice 9 or better, no effect
But the formula behind is not easy to find.
Holmes suggest the following, which is the bas of the "save as" system :
"Evil men and man-type monsters like goblins and orcs make man-type saving throws. Higher level monsters are tougher and more resistant to magic, just as player characters are. Monsters use the table above, most monsters being considered as fighters for purposes of saving throw, although magic-using monsters would use the magic-user or fighter column, whichever was more favorable, if not a human. The same applies to monsters using clerical-type magic. For conversion of monsters to the table, count each hit die as one level."
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Post by crusssdaddy on Oct 17, 2009 20:25:59 GMT -6
Okay, thanks.
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Post by Finarvyn on Oct 24, 2009 8:04:14 GMT -6
That is an interesting question. As long as I can recall we've always played with the idea that monsters got saves the same way that characters did, but I can't remember why we made that decision. I know it wasn't from the Holmes entry, becasue none of us had that rules set at the time. But I don't recall specifically having to look up saves in Chainmail either. Curious.
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Post by James Maliszewski on Oct 24, 2009 12:57:26 GMT -6
Being influenced by AD&D, even from the earliest days, I've always allowed monsters a save equal to fighters of a level equivalent to their hit dice, with some magical monsters getting saves equivalent to MUs instead. That's not in OD&D, of course, but it's how I've always done things.
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Post by snorri on Oct 24, 2009 13:05:39 GMT -6
I guess this is the most clear an easy method. Note that in BECMI (in master set, I think), saves are influenced by all abilities and not only by wisdom. I don't play C&C, but I think saves are only ability rolls.
But this is another clue in the archeology of OD&D, even if still complictaed to understand : saving throwns have been put in the alternative system late in the writing of the book I, while book II could have been wrote with a chainmail-like system in mind for saves.
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Post by snorri on Nov 7, 2009 20:43:20 GMT -6
I had a more complete look on this issue. * In Chainmail, saves don't seems to apply to all spells, but mostly to Ligthning bold. Only 'fantasy table' creatures have saves, so mostly the biggest monsters, heroes and wizards. * In lbb's, there are no saving thrown for monsters, but it's really unclear if they need it. Very few spells clearly call for a save in their description (namely : confusion, magic jar, disintegrate, finger of death). Only disintegrate clerly states a monster could save, but it's a dragon - so a 'fantasy table creature'. Finger of death description states that "unless a saving throw is made (where applicable)", which is not the best of clarity but could say that some creature have a saving thrown and other no. * An article of the strategice review, 1975, explains that: odd74.proboards.com/index.cgi?board=links&action=display&thread=301This statement let a great margin of appreciation to the DM. At least, it seems it work for all monsters. Unlike later D&D, the "1/2 for non-intelligent monsters" don't apply. * By the book, in AD&D Monster Manual, the situation is not clarified. If you use it with OD&D, it seems only monsters with magic resistance could ever save - if they fail the firts roll. The fact is that D&D is, as a general rule, a symetric system : what can be applied to characters can be appleid to monsters as well. But that's not always true, as for example, monsters don't have stats nor individual modifiers. So, the Startegic review method is an example of that symetry. But closer to Chainmail, it could be considered several possibilities: - Monsters don't have saves against spells, unless specificly explained in the spell description (this way makes the spellcaster very potent!) or they have magice resistance. - Animal and humanoids lesser than ogres don't have saves (it makes the spell-caster beter at low level - after all, even in later D&D red box, it do'nt seems there's save against Sleep).
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Fandomaniac
Level 4 Theurgist
I've come here to chew bubblegum and roll d20's and I'm all out of bubblegum.
Posts: 191
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Post by Fandomaniac on Nov 8, 2009 14:32:25 GMT -6
Since I originally started with the Moldvay/Cook editions, I always had monsters save as Fighters/Fighting-man of equal level to hit dice. NPCs saving as their assigned class.
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