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=== Saving Throw === | === Saving Throw === | ||
Various types of danger can be avoided by making a '''Saving Throw''', also called a save. The creature rolls a D20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] | ''Main page: [[Saving Throw]]'' | ||
Various types of danger can be avoided, or their harm reduced, by making a '''Saving Throw''', also called a save. This could mean trying to avoid damage from a trap that was just activated, trying to resist the poison of a venomous bite, or trying to take cover to reduce damage from an explosion. | |||
The creature rolls a D20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]]. The result must reach or exceed the Difficulty Class of the Saving Throw. | |||
Result = {{D20}} + Ability Score Modifier + Proficiency Bonus | Result = {{D20}} + Ability Score Modifier + Proficiency Bonus | ||
==== Modifiers ==== | |||
Which [[Ability Score]] is used for the Modifier depends on the source of danger against which the save is being made. For example, evading a spike trap may require Dexterity, whereas trying to resist the effects of a poisonous gas would require Constitution. | |||
Depending on the Ability Score, the Saving Throw may be referred to as a Strength Saving Throw, Dexterity Saving Throw, Constitution Saving Throw, and so on. (Further shortened to Strength Save, Dexterity Save, etc.) The Proficiency Bonus is only added if the creature has [[Proficiency]] in the corresponding type of Saving Throw. Each [[Class]] grants a creature two Saving Throw Proficiencies. | |||
If a creature casts a spell that imposes a Saving Throw on another, the Difficulty Class is determined by the caster's Modifiers, using the following formula: | ==== Difficulty class ==== | ||
The Difficulty Class is also determined by the source of danger. If a creature casts a spell that imposes a Saving Throw on another, the Difficulty Class is determined by the '''spell caster's''' Modifiers, using the following formula: | |||
Difficulty Class = 8 + Ability Score Modifier + Proficiency Bonus | Difficulty Class = 8 + Ability Score Modifier + Proficiency Bonus | ||
In other scenarios, such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. | |||
==== Effect of success ==== | |||
A successful save could mean completely avoiding negative effects, or it could mean reducing the damage received. For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes. On the other hand, if it's caught in the area of effect of a [[Fireball]], then a successful save will merely halve the damage. Some effects don't allow for a Saving Throw at all, for example the damage taken from [[Magic Missile]]. | |||
=== Ability Check === | === Ability Check === |