Rule: Saves and Saving Throws

Summary

Saving throws are made vs a DC, often to avoid crowd control or other perilous effects. Any save-based damage avoids the health-based stopping power of Blockstun (including from the Bloodied condition).   Saves will use the highest attribute a creature has, between 2. The most common saves are Fortitude (based on CON or CHA). Reflex (based on STR or DEX), and Will (based on INT or WIS).
 

Saves are a defensive roll a creature makes to avoid something huge and/or that cannot be normally be defended by simple Armor or other defenses. As such, Saves are treated as such, with features dedicated to make them more avoidable, or more threatening.

 

Properties of A Save

 

Rolling a Save

To use a Save, also called 'Rolling a Saving Throw', you must dictate what goes into a roll. All rolls use a d20, and are therefore considered d20 rolls (which are subject to Advantage/Disadvantage).

Numerically, the highest attribute that governs a Save will be added to it. Certain classes or other feat/ures will allow you to add your proficiency bonus. Finally, other modifiers or Bonuses and Penalties will apply when indicated.

All Saves are made against a Save DC, set by the ability or source that asks for the save.

 

As an example, if you were playing a level 3 creature that is proficient in a save and has a +4 in a corresponding stat; they would roll 1d20+2+4 vs a save DC. If it is a Breath Weapon or similar, it will be a Fortitude or Reflex save more often than not.

 

Interactions with Damage

Save based damage (such as from abilities like Fireball entirely bypasses Blockstun. This means that if such an ability were to damage a creature beyond health gaps (including the Bloodied condition, and players), the creature takes the full damage, unless the source says otherwise. In Fireball's case, the damage is mitigated based on the saves degree ofCritical Success.  

Kinds of Saves

  There are 3 basic saves that are most common, and a other, more miscellaneous types. The basic 3 will be listed below.  

Fortitude

Fortitude saving throws are based on countering effects debilitate the body or target a creature's endurance from within. Fortitude saves are governed by CON / Constitution or CHA / Charisma, depending on the creatures inner focus and/or their fighting spirit.

 

Reflex

Reflex saving throws are based on quickly responding to a situation how avoiding dangers hurled at at creatures within a moment. Reflex saves are governed by STR / Strength and Term: DEX / Dexterity, focused on a creatures raw physicality and athleticism

 

Will

Will saving throws measure how well a creature can resist attacks on the mind and the soul, including corrupting or invading forces. Will saves are governed by INT / Intelligence and WIS / Wisdom, focusing on a creature's mental stability and/or their innate mental defenses.

 

Other Types of Saves

Sometimes, a save will call for a specific attribute and/or use another metric (such as the Grapple Action | ◈ using the Athletics or Acrobatics skills. In such cases, the skill or proficiency (or lacktherof) asked for will use in the stead of the corresponding save.


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