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That will explain it in more detail than a comment can. Short answer is that instead of Reflex, Will, and Fortitude, you have Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma Saving Throws. They are used more-or-less the same, though. Your bonus is specific to each stat.
This means for Strength throws, you get +3 from 16 strength, and then +2-+4 from your class as you level up.
If you are single classing, you don't have to think about it too much, if you multiclass, which class you start as comes into play, say you want to multiclass Sorcerer and Warlock, it's recommended you start with Sorcerer because it gives CON proficiency, which mages use a lot.
So you can't just pick up more proficiencies by snagging a single level in another class.
Basically, all of your saves add their ability score modifier, plus your proficiency bonus for the ones your 1st level class is proficient with.
Outside of feats, magic items and a small number of class features, you never gain proficiency in additional saving throws.
Your first level matters because every class has two stats they are Proficient in gaining a free +2 to most dice rolls in that stat on top of their stat increase as well.
A Fighter is Proficient in Strength and Constitution. If the Fighter has to do a Strength saving throw (getting shoved by an enemy) a Fight with 17 Strength would have a +3 from Strength and another +2 from Proficiency (or more if you added that as one of their abilities in character creation towards Athletics) on top of whatever their dice roll is.
The game summarizes all of this by just hovering over whatever stat window you're looking at, hitting T to inspect then hovering over whatever bolded word is in the sentence to inspect that as well.
STR saves are very rare, with low strength mostly being an issue if you're fighting a pack of shadows or if for some reason you're a packrat who wants to take everything not nailed down.
INT saves are rare, but tend to be very bad if failed when they do occur (e.g. being stunned by a mind flayer, having your mind being eaten by an intellect devourer).
CHA saves are also rare but can lead to things like being possession, banishment to another plane, not being able to leave a Forcecage, that sort of thing. BG3 doesn't throw a lot of this at the player, it's more an issue in higher-level tabletop play.
Constitution is important for any caster for keeping concentration on spells, Dexterity is often rolled against AoE damaage spells and Wisdom is often rolled against Fear, Charm and Mind control.
When you are proficient in a saving throw, you get your proficiency bonus added to it, which starts at +2 and goes up to +4. On top of that, all saving throws get their ability modifier added as a bonus. So, for example, with 14 CON and CON save proficiency you would have +4 in that save at the start of the game.
Class determines what saves you proficient in and even if you multiclass, you don't get the new classes saving throw proficiencies added. You can get Resilient as a feat, which gices you +1 in one stat and proficiency in that saving throw. Resilient CON is a feat that I always take on Wizards and Clerics for this reason.
Here are what saves each class is proficient in:
Barbarian: STR and CON
Bard: DEX and CHA
Cleric: WIS and CHA
Druid: WIS and INT
Fighter: CON and STR
Monk: DEX and STR
Paladin: WIS and CHA
Ranger: DEX and STR
Rogue: DEX and INT
Sorcerer: CON and CHA
Warlock: WIS and CHA
Wizard: WIS and INT
Hope this helps.
Comes to forums to ask question, someone gives the literal game rules in question, they complain that it's too long. They then ask for more information.
Can't make this stuff up folks. OP is going to have to read, but I guess it took slightly less effort to complain about the detailed answer than it would have to read it.
Yeah thanks I know the concept of a saving throw :p