# Saving Throws
## At a Glance
### In 5e/5.5e
In normal D&D, saving throws are based on the 6 different abilities: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Each saving throw is tied to each ability, and are mostly separate. With this system, there is a *large* disparity between the “good” saves and the “bad” saves. Dexterity and Wisdom are both extremely valuable abilities, and are the most common saving throws. Constitution is not far behind, with these three making up the 3 “good” saves. Another gripe with the way saving throws are currently implemented is how they offer almost no scaling whatsoever. If a character is poor in a few saves, they are most likely never going to be good at them, as enemy features that prompt saves always scale up, whereas player saves do not.
This new system is an attempt to fix both, by going back to its roots and then some.
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### In OTM5e
In OTM5e, Saving Throws will be categorized into the 3 following “buckets” or “groups”:
**Fortitude** : these saves deal with effects that debilitate and afflict the body. They measure your ability to stand up to physical punishment or attacks against your vitality and health. *Constitution* is the ability that governs this saving throw.
**Reflex**: these saves measure how quickly you can respond to a situation, how gracefully you can avoid the effects that have been thrown at you, and how steadfast you can become against that which would shake you. The *weighted* average of your *Strength* and *Dexterity* scores is calculated using the **modifiers** as follows:
$
(((Higher * 2) + Lower) / 3)
$
**Will**: measure how well you can resist attacks to your mind and spirit and reflect your resistance to mental influence as well as many magical effects. Between your *Intelligence, Wisdom, and Charisma* scores, the average of the **highest 2 scores** using the **modifiers** is calculated as follows:
$
((1stHighest + 2ndHighest)/2)
$
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By grouping the saves this way, we ensure the most equal distribution of saves possible, while also helping to incentivize putting points into more “undesirable” stats at character creation.
## In Game
### Proficiencies
All character classes that were given a strong and weak save, have had their corresponding save proficiencies granted as follows[^1]:
**Strong Saves**
Constitution –> Fortitude
Dexterity –> Reflex
Wisdom –> Will
**Weak Saves**
Strength –> Reflex
Intelligence –> Will
Wisdom –> Will
In the case of **both** saves ending up in the same bucket, a fitting, thematic replacement save was chosen on a case-by-case basis.
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### Mechanics
All instances of each abilities former saving throws have been consolidated into their new buckets. Meaning, any effect, spell, ability, feature, trap, etc. that forced a:
**Strength** saving throw –> **Reflex**
**Dexterity** saving throw –> **Reflex**
**Constitution** saving throw –> **Fortitude**
**Intelligence** saving throw –> **Will**
**Wisdom** saving throw –> **Will**
**Charisma** saving throw –> **Will**
[^1]: Unless otherwise specified, this is how saves were distributed. Special such cases for certain homebrew classes were given to try and keep them balanced.