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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 | === 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 | === 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]]. |