I think I’ve finally figured out why I much prefer saving throws in the traditional lineup rather than any of the single saving throw or three throw systems. It came to me when I was reading a post somewhere about how some folks prefer just using ability checks instead of saving throws — that’s when it clicked.
I don’t view saving throws as simple attribute checks. The attributes are used in deciding much of the character’s capabilities, sure (though far too much in modern systems, I think). So, the attributes are what are used to help keep the character from having to make saving throws. Why should they also then be used a second time after failing the first, so to speak? The saving throws, I reckon, are what can save a PC’s carcass when their attribute-based abilities have failed. Thus, saving throws shouldn’t properly be just another check of what failed prior.
The concept comes from minis play, where individual character attributes don’t come into play, so there’s nothing inherent in the origins that would lead to simply making attribute checks instead. Saves in D&D have varied from class to class, which makes for some interesting variety when faced with the specific hazards and challenges that saving throws address, and I see no convincing reason to toss that approach out.
I’ll be using saving throws with such class variance in my systems. I’ll be using throws in the same fashion as the traditional throws — so vs specific types of effects — and I’ve also added a sixth saving throw category. I’ve wavered back and forth as to whether to allow attributes to provide bonuses to saves and have finally settled on not allowing that. Saves are class-based and can be modified by circumstance, with attributes not being a factor.
Saving Throws :
: Save vs Corruption (Death, Poison)
: Save vs Metamorphosis (Paralysis, Petrification)
: Save vs Instrument (Rods, Staves, & Wands)
: Save vs Inundation (Breath Weapon)
: Save vs Imposition (Illusions, Phantasms, Charm)
: Save vs Workings (General Spells)