[RPG] What exactly is a saving throw

dungeons-and-dragonshistory-of-gamingterminology

Dungeons and Dragons has had the concept of a "saving throw" for a long time. What exactly is it supposed to represent in the real world? And why is it called a "saving throw"?

Best Answer

The concept of saving throws have been in the game since the original edition of Dungeons & Dragons, and inherited them from wargaming via Chainmail.

The name is a special case of etymological specialisation (where a term becomes so associated with a certain meaning that other meanings are forgotten or diminished in common awareness) combined with some etymological generalisation (where a term loses some of its specificity in order to cover a wider meaning).

  • Firstly, "throw" originally meant to fling in a spinning fashion, which is an apt description of the accepted way of handling dice so that they're properly random. So, a "dice throw" is just plain English, not a special term unique to roleplaying games. The meaning of "throw" has generalised since to mean simply propelling something, and then respecialised to mean propelling something with the arm. Having lost its "spinning fling" meaning, "throw" now sounds like it must be special game jargon, but it has remained in (less) common usage to refer to rolling dice. Possibly you could consider it a bit of dice jargon that D&D inherited from the long history of dice games.

  • In the specific case of "saving throw", it was originally just descriptive prose for what to do and why. It's important to know that early D&D was mostly not written with very many defined game terms, rather being described with inexact and ambiguous prose descriptions that more-or-less conveyed the intended procedures of play. Each later edition of D&D was more rigorously written than the last in valiant attempts to make the rules clear of ambiguous interpretations, and many bits of plain language became more codified. Since there is a table in Original D&D that was labeled with "Saving Throw" in capitals, it stuck. Eventually (and when exactly is difficult to pinpoint), phrases like "saving throw" graduated from being plain-speaking English to being technical gaming terms. Why the word "throw" was chosen by Gygax when he wrote that section of the rules instead of a synonym like "roll" or "cast", nobody knows.

So "saving throw" is just some English that was promoted, by accidents of history, to become a technical term in D&D rules.

The meaning of saving throws depends on the edition. In all editions but 4th edition, it is a "hail mary", last-gasp chance to avoid certain death.

Originally, it was not meant to be realistic so much as it was a convenience for making the game more playable. Dragon fire, being ensorcelled, or drinking poison would all normally overcome a person subjected to them. These sort of instant-kill things are potentially fun to play with, and giving adventurers a chance to escape certain death—or worse—means that they could be incorporated more freely. Later editions of D&D used saving throws to model unlikely events that should be easier for more experienced adventurers, making their connection to avoiding certain death less obvious. In these editions, saving throws represent a combination of dumb luck and a measure of preternatural awareness of danger, but they're still more of a player-side mechanic than an "in world" mechanic.

In 4th edition, saving throws are unrelated in game-mechanical terms to saving throws from other editions, since the role previously filled by "saving throws" is modeled instead by a character's various Defense numbers. Term "saving throw" was repurposed for an unrelated mechanical role, which was determining the duration of effects: where other editions determine the number of rounds an effect lasts when it comes into play and the DM or a timekeeper has to keep track of when they will expire, 4e has them last until the player succeeds on a roll to end the effect. Saving throws in this edition represent spells and effects having variable durations combined with the character taking whatever measures are appropriate to rid themselves of the effect.