User:Proton/Revised old school

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Saving Throws[edit]

Your DM will ask you to make a saving throw with a specific ability.

  1. 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).
  2. 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.
  3. 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.
Human save
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
Dwarf save
Level Bonus
1 +3
2 +4
3 +5
4 +6
5–6 +7
7 +8
8 +9
9 +10
10–12 +11
Elf save
Level Bonus
1 +0
2 +1
3 +3
4 +4
5 +5
6 +6
7 +7
8 +8
9 +10
10 +11
Halfling save
Level Bonus
1 +3
2 +4
3 +6
4 +7
5 +8
6 +9
7–8 +10

Attack Rolls[edit]

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) × 23: fighters, demi-humans.
  • (L − 1) × 12: clerics, thieves.
  • (L − 1) × 25: 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) × 12 + 9: Monsters with 11 or more Hit Dice (Hit Dice with bonuses round up).
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