This article describes how the rules for saving throws have been changed for my campaign. Saving throws continue to be applied in the same manner, but are calculated slightly differently.
Saving throws are usually used to reduce, resist, or avoid effects that would be inflicted on a creature or item. There are three kinds of saving throws in use in my campaign.
Fortitude saves are made when a creature attempts to resist a physical effect by simply toughing it out. Common examples include poison, fatigue, and shock.
Reflex saves are made when a character attempts to avoid a physical effect through speed and agility. Common examples include dodging traps and avoiding area effect spells.
Will saves are made when a character tries to avoid mental effects. Common examples include domination effects, but Will is also sometimes used to measure perseverance.
Base saving throw values increase with character (class) level, at one of three rates. These rates are described below.
I added an intermediate 'Medium' saving throw progression for two reasons. It gives me an additional factor I can use to tweak a class; if I want to make a class slightly more resilient I can increase a save to Medium rather than Good, or do the opposite to make it slightly less resilient. It also gives me an intermediate step for a feat that improves base saving throws.
| Level/HD | Good | Medium | Poor |
| 1 | +2 | +1 | +0 |
| 2 | +3 | +1 | +0 |
| 3 | +3 | +2 | +1 |
| 4 | +4 | +2 | +1 |
| 5 | +4 | +3 | +1 |
| 6 | +5 | +3 | +2 |
| 7 | +5 | +3 | +2 |
| 8 | +6 | +4 | +2 |
| 9 | +6 | +4 | +3 |
| 10 | +7 | +5 | +3 |
| 11 | +7 | +5 | +3 |
| 12 | +8 | +5 | +4 |
| 13 | +8 | +6 | +4 |
| 14 | +9 | +6 | +4 |
| 15 | +9 | +7 | +5 |
| 16 | +10 | +7 | +5 |
| 17 | +10 | +7 | +5 |
| 18 | +11 | +8 | +6 |
| 19 | +11 | +8 | +6 |
| 20 | +12 | +9 | +6 |
Calculating base saving throws is fairly simple. Each character class (and creature type) has a rating ('good', 'medium', or 'poor') for each saving throw type ('fortitude', 'reflex', and 'will'). This rating indicates which progression to use for levels in the class or hit dice of the monster type.
In all cases, you add up the number of levels and number of hit dice for each progression for each saving throw type, then look up the value at that position in the progression. Do this for each rating and add the numbers together. This will give you the base saving throw value the character or creature enjoys.
This character is very straightforward. He has ten levels of Fighter, which gives him ten ranks of 'Good Fortitude' and ten ranks of each of 'Poor Reflex' and 'Poor Will'. Looking this up on the table above gives him F:+7/R:+3/W:+3 base saves.
This character is slightly more complex. He still gets ten ranks of 'Good Fortitude' (Cleric and Fighter both have good Fortitude saves) and ten ranks of 'Poor Reflex' (both classes have poor Reflex saves). He gets five ranks each of 'Good Will' (from his Cleric levels) and 'Poor Will' (from his Fighter levels. He has F:+7/R:+3/W:(4+1=)+5.
This Fighter has honed his ability to dodge damaging effects such as area effect spells; he has taken Improved Reflexes once. His base saves are F:+7/R:+5/W:+3.
This Fighter/Cleric has taken Improved Will once. His base saves are F:+7/R:+5/W:+7. If he takes Improved Will again his base saves will be the same (10 levels of Good Will save also gives a base Will save of +7).