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{{PageSeo
{{PageSeo
| title = Saving throws
| title = Saving throws
| description = Saving throws are automatic dice rolls representing a creature’s attempt to “save” themselves from certain harmful effects, such as spells, actions or surfaces.}}
| description = Saving throws are automatic dice rolls made to save against certain harmful effects, such as spells, actions or surfaces.}}
'''Saving throws''' are automatic dice rolls representing a creature’s attempt to '''save'''” themselves from harm. They are provoked by [[spells]], the hostile actions (other than [[attacks]]) of other creatures, or hazards like [[traps]] and [[surface]]s. Saves are always associated with a specific [[Ability score|ability]] and are always rolled against a target [[Difficulty Class]] (DC), both determined by the triggering effect. When successful, they reduce or prevent harmful effects.
'''Saving throws''' are automatic dice rolls made to '''save''' against certain harmful effects, such as spells, actions or surfaces. Saves are always associated with a specific [[Ability score|ability]], and are always rolled against a target [[Difficulty Class]] (DC), and when successful will reduce or prevent harmful effects.


== Overview ==
== Overview ==
All harmful effects that provoke a saving throw have an associated target number – a Difficulty Class (DC) – and an ability associated with its allowed save – referred to using terms like ''Strength saving throw'' or ''Dexterity save''.
All harmful effects that can be saved against have an associated target number – a Difficulty Class (DC) – and an ability associated with its allowed save – referred to using terms such as ''Strength save'' or ''Dexterity save''.


When attempting a saving throw, a creature rolls a d20 and adds the save's associated ability score modifier to the result. If they are [[Proficiency|proficient]] in saves using that ability, they add their proficiency bonus as well. If the creature is under an effect of a buff or a debuff{{note|[[List of features and items that affect saving throws]]}}, that effect's modifier is being added to the formula.
When attempting a saving throw, a creature rolls a d20 and adds the save's associated ability score modifier to the result. If they are [[Proficiency|proficient]] in saves using that ability, they add their proficiency bonus as well.


<center>Formula = {{InfoBlob|{{D20}} + [[Ability score modifier]] + [[Proficiency bonus]] (if proficient) + [[List of features and items that affect saving throws|Other modifiers]] (if any)}}</center>
<center>Formula = {{InfoBlob|{{D20}} + [[Ability score modifier]] + [[Proficiency bonus]] (if proficient)}}</center>


The result is then compared against the effect's DC, and is considered a success if it equals or exceeds that number.  
The result is then compared against the effect's DC, and is considered a success if it equals or exceeds that number.


== Game mechanics ==
While the outcome of an attempted saving throw is always binary – it is either a success or a failure – the exact outcome of a successful save depends on the effect in question. Often, the damage or conditions inflicted by the associated effect will be reduced in severity, or sometimes ignored entirely.
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}}


== Saving Throws by Type ==
=== Death saving throws ===
* [[Constitution Saving Throws]]
{{hatnote|Main article: [[Death Saving Throw]]}}
Death saving throws are a special type of saving throw made by playable characters and companions after they have been {{cond|Downed}}. Three successful saves will let a creature stabilise, no longer needing to make saves, and three failures will lead to the creature becoming {{cond|Dead}}.


== Footnotes ==
== Difficulty Class ==
{{notelist}}
{{hatnote|Main article: [[Difficulty Class]]}}
An effect's Difficulty Class depends on where it originates from, and is typically intended to be reflective of how difficult the effect is to resist.
 
=== Spells ===
{{hatnote|See also: [[Spells#Spellcasters|Spellcasting]]}}
The following formula determines the DC of a spell:
 
<center>DC = {{InfoBlob|8 + [[Proficiency|Proficiency bonus]] + Spellcasting ability modifier}}</center>
 
Creatures capable of casting spells through their [[Class|class]] or class features (including [[Feat|feats]]) have proficiency in spellcasting, and add the proficiency bonus to the DC of any spells they cast.
 
The same class ability modifiers apply when casting a spell from a [[Scrolls|scroll]], even when the spell being cast is not normally available to the caster's class. For instance, a [[Cleric|cleric]] casting {{SAI|Shatter}} from a scroll (a spell not normally available to clerics) adds its Wisdom modifier to the saving throw DC.
 
=== Weapon actions ===
When a creature uses a [[Weapon actions|weapon action]] that forces another to make a save, the DC is determined using the following formula:
 
<center>DC = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</center>
 
=== Other effects ===
In the case of threats that don't originate from a spell caster, such as a trap or a poisonous apple, the game sets the DC based on how serious the threat is intended to be. For example, a rather ineffective trap could have a DC of just 5, whereas an effective trap could have a DC of 15. A slightly spoiled tart could impose a Constitution save of DC 5, whereas a potent venom from a snake could impose a DC 15 Constitution save on the victim.
 
== Features that affect saves ==
Some class features, racial features and conditions affect saving throws:
* [[Elf|Elves]] have [[Advantage|advantage]] on saving throws against being {{cond|Charmed}}
* {{cond|Bleeding}} condition incurs disadvantage on Constitution saves.
* {{sai|Bane_(Spell)|Bane}}
* {{sai|Bless}}
* {{sai|Resistance_(Cantrip)|Resistance}}.


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[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]
[[Category:Saving throws]]
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