I have been thinking about the game mechanic of Resilience lately. First let me say that I really like ERP. It has some great ideas, and some great strengths.
Things I don’t like about Resilience: ...The game needs “saves”. To make it compatible with previous modules from D&D, C&C, and other games, a saving throw mechanic is needed. It is possible to convert the save into some sort of ERP spell effect, but there is something very cool about rolling a save."
I'm willing to give it a shot in my own games, when I'm able. Let's see...
1. Don’t use Resilience.
2. Change Resistance so that it applies only to non-magical stuff (alcohol, poisons, etc).
3. Combine Agility and Reflexes into Reflexes (or just ignore Agility).
* example saves given *
Okay. I'd probably combine Agility and Reflexes rather than ignore one.
Your overview of opposed rolls for saves is good, and I do remember it from prior discussion. The spells will need to be updated. I'll try it out in my games and see how it goes. It should be emphasized that the GM and player can decide which ability is best, depending on the circumstance. I wouldn't want to "over codify" in this.
I wonder if "counterspelling" could be used to good effect here. For instance, rather than use Reflexes to avoid a lightning bolt, use Arcanum > Primordial, assuming the arcanist can "counter" magic of his own power source.
For general monsters, it's trickier because the game does not use "power levels", in terms of battle power. It's the same issue as with other point-buy systems; a monster of 100 points could be much, much deadlier than some other creature of 100 points, depending on how it was constructed. So to base creature saving throws on level would be folly. It could work in an attempt to convert from other "power = level" games.