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Dice rolls: Difference between revisions
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→Saving throws: Copyedit for clarity, flow and accuracy
Guybrush42 (talk | contribs) (→Attack rolls: Additional info, copyedit for clarity and flow) |
Guybrush42 (talk | contribs) (→Saving throws: Copyedit for clarity, flow and accuracy) |
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=== Saving throws === | === Saving throws === | ||
Traps, many spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a [[saving throw]] or ''save''. This is a d20 roll, with the relevant Ability and Difficulty Class (DC) determined by the source of the effect. If the final result of the roll equals or exceeds the DC, the save is successful. | |||
A creature can be proficient in saving throws on a per-Ability basis. Player characters are proficient in two saving throws, based on their class. Proficency adds a creature's [[proficiency bonus]] to the saving throw. | |||
Traps, dialogue events and other sources of danger controlled by the game have a DC defined by the game, depending on how serious the danger is. Spells and [[Weapon Actions|weapon actions]] use specific formulas to determine the DC: | Traps, dialogue events and other sources of danger controlled by the game have a DC defined by the game, depending on how serious the danger is. Spells and [[Weapon Actions|weapon actions]] use specific formulas to determine the DC: | ||
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<div style="text-align: center;">Difficulty Class = {{InfoBlob|8 + [[Proficiency|Proficiency Bonus]] + [[#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]]}}</div> | <div style="text-align: center;">Difficulty Class = {{InfoBlob|8 + [[Proficiency|Proficiency Bonus]] + [[#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]]}}</div> | ||
* Weapon actions saves have a DC determined by the higher of a creature's Dexterity or Strength, plus an inherent bonus for that specific action: | * Weapon actions saves have a DC determined by the higher of a creature's Dexterity or Strength, plus an inherent bonus for that specific action: | ||
<div style="text-align: center;">Difficulty Class = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon Actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</div> | <div style="text-align: center;">Difficulty Class = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon Actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</div> | ||
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A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. 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 {{SAI|Fireball}}, then a successful save will merely halve the damage. Saving against {{SAI|Thunderwave}} both halves the damage taken, and prevents a creature from being pushed by the spell. | A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. 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 {{SAI|Fireball}}, then a successful save will merely halve the damage. Saving against {{SAI|Thunderwave}} both halves the damage taken, and prevents a creature from being pushed by the spell. | ||
Some effects don't allow | Some effects don't allow a saving throw, for example the spell {{SAI|Sleep}}. | ||
=== Ability checks === | === Ability checks === |