Saves

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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.

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.

If a 1 is rolled, it may be considered a Fumble.

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.

If a 20 is rolled, it may be considered a Critical.

Primary Saving Throws

Each character has five primary Saves. A Saving Throw only uses one of these scores.

A character uses the best available Save across all Saving Throw Tables they use, dependent upon their HD or Level. Note that Item Saves use different Primary Saving Throws.

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.

Save 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 - Saves where speed is helpful to the character, such as avoiding a fireball. Character is allowed to use their Dodge modifier on this Save. Reflex modifiers ONLY apply if no attack roll was made against the character as the character's dodge has already been bested by the attack roll.
  • Fortitude - Saves where toughness and physical hardiness are helpful to the character, such as resisting a disease or poison. Character is allowed to use their Fortitude Modifier on this Save.
  • Will - Saves where mental resilience is helpful to the character, such as resisting charm and domination. Character is allowed to use their Will Modifier on this Save.
  • Defense - Saves where thick armour is helpful to the character, such as against a scorching ray. Character is allowed use the Defence Modifier received from items, armour and equipment. Defense modifiers ONLY apply if no attack roll was made against the character as the character's armour and deflection has already been bested by the attack roll. Touch Attacks ignore Defensive modifiers.

Save Modifiers

A number of significant modifiers are made to Saves depending on the circumstances.

Flatfooted

A Flatfooted target loses all bonuses (but not penalties) to Reflex Saves and further suffers a -5 penalty.

Natural Armour/Equipped Armour

The character receives a modifier to Defensive Saves based on how thick their Natural Armour or Equipped Armour is - use whichever grants the bigger bonus. These do not stack.

Defence Save Modifiers
Armour Type Modifier
None -2
Light +0
Medium +1
Heavy +2
Very Heavy +2
Impenetrable +3
Unbreakable +3
Untouchable +4

Shields

A Shield adds its Deflection bonus to Defense Saves providing the character is able to spend a use on the Save - the bonus they receive depends on the nature of the attack. For instance, a character using a Tower Shield gains a +1 to Defense Saves against a melee attack and +2 against

To-Hit Modifiers

Any To-Hit Modifiers also modify Reflex Saves by the same amount - a target that is further away is simply harder to it. This only applies to Reflex Saves however - if the ability to hit the target is not a part of the Saving throw, these do not modify anything. Domination is not harmed by being further from the target.