Saves
Special attacks call for special measures - in such situations, a character is usually called to make a Saving Throw. Saving Throws are attempts made by a character to avoid peril, based on their wits and their capacity to survive.
Contents
Saving Throw
When called to make a Save against something, the character makes a Saving Throw.
A character's basic Saving Throw is based on their Class and Level or Hit-Dice. For example, a Level 12 Wizard has a Save vs. Paralyzation of 11 and a 15 Hit-Dice dragon has 4 for the same save. If a character qualifies for two different values of Saving Throw (such as if they are Multi-Class), they always take the lowest value.
To make Saving Throw, check the Character's Save score against whatever is being Saved against and roll 1d20. Any modifiers are applied to the dice roll.
Failure
If the character rolls less than their Save, they fail and suffer the full effects of what they are attempting to Save against.
Glancing Hit
A Glancing Hit is a partial success. If the character rolls equal to their Save but less than their Save + the Glance Range, they suffer 1/2 damage or a lesser effect.
The Glance Range is equal to 1/2 the level or hit-dice of the character performing the ability, rounding down. Thus a 12 hit-dice dragon breathing flame at the character deals 1/2 damage to them if they make their save by 6 or less and no damage if they escape this. Meanwhile, a level 10 necromancer hitting a character with Ray of Enfeeblement would inflict them with Lesser Enfeeblement if they save by 5 or less.
If the effect is caused by something that lacks levels, such as a natural disaster, it defaults to a range of 5 – the DM is free to modify this, however, depending on how dangerous it is or difficult it is to avoid.
Glancing Hits are designed to avoid an issue in traditional D&D - if one rolls out of the way of a fireball, they take half damage no matter the circumstances. Meanwhile, if one resists a ray of enfeeblement, they suffer no ill effects. With Glancing Hits used, a character would only take 1/2 damage if they were Glanced by the Fireball and a Glancing Hit from a Ray of Enfeeblement would have a lesser effect also.
Success
If the character rolls higher than their Save + the Glance Range, they are completely successful and suffer no ill effects.
Saving Throw Types
There are two categories of Saving Throw - Primary Saving Throws and Secondary Saving Throws.
Primary Saving Throws
Each character has five primary Saves. A Saving Throw only uses one of these scores. These are as follows:
- Save vs. Paralyzation, Posion & Death - attacks that stun or stumble, knock a target off balance or directly attack the body or life force. Resisting is done with exceptional physical fortitude or through force of will.
- Save vs. Rods, Staves & Wands - attacks that come from a magical conduit that store, channel or focus magic mechanically and directly. Other attacks that require direct focus typically use this - Gaze Attacks do not automatically qualify for this, however. Resisting is done usually by getting out of the way or breaking the focus used.
- Save vs. Petrification & Polymorph - attacks that change ones morphic image or cause it to shift substantially. Most things that alter the body, though not usually the mind, qualify for this. Resisting comes from avoiding the attack or asserting oneself to overcome the alteration.
- Save vs. Breath, Cloud & Spray - attacks that generally cover an area of effect and require the character to avoid them. Resisting comes primarily from physical stamina and speed.
- Save vs. Spells & Raw Magic - attacks that come from magic wielded directly by a character or creature, less focused than by using magical devices. Resisting comes from a mixture of will, speed and toughness.
Priority
Saves occur in order of priority - an attack that would qualify for more than one only uses the one highest up the list. For example, if an opponent cats Sleep on someone, they Save vs. Spell. If a Dragon breathes Sleeping Gas on someone, it is a Save vs. Breath. If a Wand of Sleep is used, it requires a Save vs. Wands. If someone uses a potion to put someone to sleep, it is a Save vs. Poison.
Secondary Saving Throws
Unlike Primary Saving Throws, a Saving Throw may have any number of Secondary characteristics as these only constitute as modifiers.
For example, a fireball can be resisted by both armour and avoided with speed, making resisting it a Defensive Reflex Save vs. Spell. If the character was attacked with a cloud of poisonous gas, however, the hardness of their armour is irrelevant, though their toughness plays a part. As such, this would be a Reflex-Fortitude Save vs. Poison.
- Reflex -
- Fortitude -
- Will -
- Defense -