Saving Throw
Saving throws are attempts for an entity to avoid harm. They are made by rolling a 20-sided die against a number called the Save Difficulty Class (save DC). If the result of the roll is equal to or higher than the save DC, the saving throw is successful.
Some idioms allow their targets to attempt a saving throw, most idioms hitting in a zone or inflicting a curse. Saving throws can completely cancel a harmful effect or protect an entity from the effect's full force, depending on the Degree of Success.
Each roll has an associated Ability and a save DC that the entity has to roll against. When attempting a save, the entity adds its corresponding Ability Modifier to the end result.
Save Difficulty Class
The Difficulty Class of a Saving Throw is called the save DC. The save DC for idioms is defined by multiple parameters.Idiom Save Difficulty Class = 10 + Idiom's Flux Cost + Potential ModifierThe Potential Modifier is the Modifier of the Ability called Potential, a global indicator of an entity's Power and impact.

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