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Improve Saving Throw section.
(Improve Saving Throw section.)
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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]] (and potentially its [[#Proficiency Bonus|Proficiency Bonus]]).  The result must reach or exceed the Difficulty Class of the Saving Throw.
''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


The source of danger determines the Difficulty Class, 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.
==== Modifiers ====
 
Which [[Ability Score]] is used for the Modifier depends on the source of danger against which the save is being madeFor 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


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 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]], be it from a spell caster or a magical trap, then a successful save 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]].
In other scenarios, such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is.
 
==== Effect of success ====


Depending on the [[Ability Score]] used for the Modifier, a Saving Throw may be referred to as a Strength Saving Throw, Dexterity Saving Throw, Constitution Saving Throw, and so on.  These are often shortened to Strength Save, Dexterity Save, and so on.
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 ===

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