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Dice rolls: Difference between revisions

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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.
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.


=== Difficulty class ===
=== 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:
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:
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In other scenarios, such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is.
In other scenarios, such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is.


=== Effect of success ===
=== 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]].
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]].

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