As a quick recap, numerically and chemically speaking, characters have:
#Hit Points, and some power ups derivated from their amount (+ac and +attacks per round)
#Spell Points per day, and some power ups derivated from their amount (+magic resistance and power) and a list of spells known
#Specials (like being strong, an animal companion, or whatever that is a significative trait but is not a spell)
So, without any level-related characteristic to increment the saving throws, how can we deal with such things when they arise? I'll run over the most common "Save Or" states to see what can be done.
Poison/Paralization: If its deadly and you drink it, you just die in 1d6 turns. But that's the kind of thing that must be hinted somehow. To prevent it, have antidotes, healing magic and doctors around and don't drink poison.
If it's deadly over time, roll 1d6 and keep that number. For every night or every strenous action you take, decrease the number by 1. Getting rests or treatment lets you re-roll, and maybe heal on a 6.
For creatures that can poison on a hit, make it so when they score a hit they have a chance to poison you. If poison is paralizating or narcotic, the effect lasts 1d6 turns/hours/whatever.
Dragon breath: That is just a dragon attacking. Use it like a normal attack BUT to make it extra damage, do it as an area attack. You roll 1d6 damage for each guy in the area, which ignores worn armor and shields unless they're specially prepared for dragonfire. Old dragons get an extra 1d6 which adds as a bonus to damage to each other roll that round
Petrification: If the look of a basilisk turns you into stone, you have to try to look elsewhere (-1 to attack rolls). Attacking the beast and rolling a 1 has you flinching and looking. To make it less deadly, you get to be paralyzed during 1d6-1 turns until you become solid rock. Anyone breaking line of sight between the basilisk and you will have you released in 1 turn (be it by covering you with a blanket, shooting an arrow into the basilisk eye, turning off the light, etc). Same for gorgons.
Characters who want to increase their edge can only do it by purchasing or finding equipments (shifting more agency to the equipment is another of my goals) both for preventing this situations (hirelings), for getting +1s on the rolls (amulets, etc) or for de-petrifying you if the worst happens (like a "soft" from FFVII, though it only works on recently petrified)
Spells: If some evil magician wants to turn you into something X, and succeeds at the spellcasting, then the logical thing is that you're polymorphed. To give players a chance at this, we can go the route of either:
-Making the spell take rounds to prepare (players can get out of the caster's range)
-Making the spell have range: touch (so if you keep the distance, nothing has to go wrong unless the caster tricks you under the guise of a beautiful lady, or teleports behind you) or otherwise requires the characters to commit a mistake (eating a fruit, putting a strange cloak on).
-Making it so the new shape can still be played until the character can be healed.
-Magical resistance applies in here substracting it from the spell rolls targeted at you
Grapple: Once you're grappled, you save to get free: 1d6 vs 4, if you're strong (a special) you roll 2d6 and keep the best.
In addition to all these methods, there should be spells in the magic-user books to cure status ailments, and also to prevent them; such as summoning a warding fairy that gives the party a x in chance to avoid curses, etc.



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