I think traps should be treated individually, rather than with a generic rule. That's the way I handle them. Some may use saving throws, some may not.AxeMental wrote:Anyway, curious if there's a BtB preferred method mentioned to save against common traps (or perhaps a common tradition). We typically use Petrification as our fall back (seems to favor thieves) we've always done it that way, but don't recall ever seeing that suggestion in the DMG. Perhaps some of the early TSR modules mention what to role vs. traps? How did 0E do it (didn't you role a d6 or something)? I do recall some of the modules having traps that couldn't be saved against (B1 comes to mind with a collapsing floor that drops to level 2) so do you think its safe to assume all traps are savable in 0E and 1E modules unless otherwise stated.
When using a saving throw, I typically choose the Paralyzation/Poison/Death Magic column. In Swords & Spells the Poison/Death column also includes "Ballista, Catapult, Trebuchet," which I figure is similar to saving vs. stuff like falling stone blocks or spear traps and such.