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Dice rolls: Difference between revisions
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→Saving Throw
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=== Saving Throw === | === Saving Throw === | ||
Various types of danger can be avoided by making a Saving Throw, also called | 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]] and [[#Proficiency Bonus|Proficiency Bonus]]. The source of danger determines the Difficulty Class of the save as well as the [[Ability Score]] that determines the Modifier. If the result of the roll matches or exceeds the Difficulty Class, the save succeeds. | ||
If a creature casts a spell that forces another to make a save, the Difficulty Class is determined by the caster's Modifiers, with the following formula: | |||
{{c|8 + Ability Score Modifier + Proficiency Bonus}} | |||
A successful save could mean completely avoiding negative effects, or it could mean halving the damage received. For example, successfully saving against a spike trap could mean that you take no damage at all because you've successfully evaded the spikes. On the other hand, if a [[Fireball]] is cast on you, be it by a spellcaster or a magical trap, then a successful Saving Throw will merely cut the damage in half. 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 halving the damage received. For example, successfully saving against a spike trap could mean that you take no damage at all because you've successfully evaded the spikes. On the other hand, if a [[Fireball]] is cast on you, be it by a spellcaster or a magical trap, then a successful Saving Throw will merely cut the damage in half. Some effects don't allow for a Saving Throw at all, for example the damage taken from [[Magic Missile]]. |