Post by waysoftheearth on Mar 16, 2013 19:13:01 GMT -6
The original isn't explicit about it, and so neither is DD. But yes, saving as a fighter (or magic-user) of equivalent level/HD is the way it's usually done.
It's worthwhile noting that level-by-level fighters have the best overall saves of the player classes, and magic-users have the worst overall saves. But XP-by-XP the overall saving throws of all four classes are more or less equivalent (within 1 pip on a d20).
Having said that, fighters have the best saves vs. poison, m-u's have the best saves vs. spells, thieves have the best saves vs. wands/rays, and clerics have the most well-rounded saves.
One issue is that saving throws are only described for PCs up to level 12, but many monsters have more than 12 HD. For these monsters, saving throws could be extrapolated from the figures given -- but I'd recommend that no saving throw ever be better than some limit around, say, 4 or 5.
This was another bit first clarified in the OD&D FAQ in Strategic Review:
"Saving throws for monsters are the same as for the appropriate type and level of man, i.e. a balrog would gain the saving throw of either a 10th level fighter or a 12th level magic-user (the latter based upon the balrogs magic resistance), whichever score is the more favorable for the balrog. A troll would be equal to a 7th level fighter as it has 6 dice +3, virtually seven dice."