[quote="bobloblah"]
Interesting that you added a saving throw for Sleep. What made you decide to do so (other than it being the "tactical nuke" of old-school play)?
[/quote]
I ran ACKs as a series of one-shots. There were 3 mages in the party. At first it was for a sense of balance netween spells. It was o.k. that 1st level spells had different strenths, but sleep was SO much more effective. (Spells based on templates or random rolls). I felt bad for the mages who DIDN'T have sleep, so I decided to give it a save mechanic - save vs. spell - caster level.
I figured that the most common foe that sleep was used on (1 hd creatures who save as fighters) had only a 10% chance of a save. The players, coming from 5e and Castles and Crusades, didn't know any better. Sleep still was a tactical nuke, but now maybe 1 foe would save. It was the spell of choice, until one of the players managed to learn summon beserkers . . .