I’ll try to keep this brief. Saving Throws have been present
in five of the six main iterations of D&D (Original/Basic, 1e, 2e, 3e, and
5e), and represent active avoidance of dangers, where AC represents a more
passive defence. Really, of course, the two blend – AC represents dodging, and
Save vs Spells/Will Saves represent mental endurance and resilience as well as
active defence (thus Dwarven resistance).
An interesting insight into the mechanical assumptions
behind different D&D editions is achieved via looking at how Save values
are derived (or, indeed, in 4e, how non-AC defences are derived).
In OD&D, Basic, 1e, and 2e, there is one key defensive
stat derived from an Ability Scores: AC. Raw AC is improved by a
Dexterity-derived moodier. Having high Dexterity means you dodge better. You
can then add on armour, shields, and so forth. The other defensive stats – the
five Saving Throws – are not derived
from Ability Scores, but by Class. (Save vs Spells is often altered by a
Wisdom-derived modifier, but not always; in 2e, Save vs Death/Poison can be
altered by a Constitution-derived modifier, but only vs Poison, and only with
very high Con.)
You can very often get the “base” class you want, given the
core Ability Score requirement for the four “core” classes which define Saves
(Fighter, Wizard/M-U, Thief, Priest/Cleric) is 9 in the relevant Score. If
there is any choice about arranging Scores, a player can basically guarantee
entry into their choice of the core four.
Now, in practice, old school Save arrays are sometimes a bit
abstract – why is this class better
than that class at this slightly vague Save category? There’s a lot to like in
the threefold Save system of 3rd Edition (lese-majesté!). But the essential point I want to make is: early
editions actually put a big choice in the player’s hands. The newer systems
flatten that out (though free stat arrangement means that in 5e people focus on
Wis and Con Saves rather than Str or Int).
This leads, I think, to two conclusions: Firstly (and this
is fairly uncontentious), class differentiation is more important in old school
systems than base statistical differentiation. Secondly, I think old school
systems often *do* emphasize player customisation in a way that gets neglected
in some of our discussions. I’ll probably write on this more soon, when I
defend 2e Kits (gasp!).
An RPG blog, focussing on various D&D games I run, the worlds I create for them, and the literary principles behind them. Influenced by the OSR, for those for whom that term means something.
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