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{{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].''}}
{{PageSeo
| 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.}}
'''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.


[[Category:Gameplay Mechanics]]
== 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''.


A '''Saving Throw''', also called a '''save''' (and depending on the [[Ability Score|ability]] it's tied to, '''Strength Save''', '''Dexterity Save''', etc.), is a die roll the game makes for a creature to decide whether it can avoid or reduce the harmful effects of various threats, such as a spell, poison, trap, and so on.  The creature's Ability Score Modifier and Proficiency Bonus (if proficient in that type of saving throw) are added to the roll.
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.


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


Each Saving Throw is tied to an [[Ability Score]] that determines its type.  Accordingly, it can be referred to as a Strength Save, Dexterity Save, Constitution Save, and so on.  For a save to succeed, it must reach or exceed a value known as the [[#The Difficulty Class of Saving Throws|Difficulty Class]] (DC).
The result is then compared against the effect's DC, and is considered a success if it equals or exceeds that number.


== Modifiers ==
== Game mechanics ==
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}}


Saving Throws are affected by the [[Ability Score Modifier]] of the ability they're tied to.  In addition to that, a creature can be [[Proficiency|proficient]] in a type of Saving Throw, allowing it to add its Proficiency Bonus to the roll.
== Saving Throws by Type ==
* [[Constitution Saving Throws]]


Saving Throws can also be affected by {{Advantage}} or {{Disadvantage}}.  For example, [[Elf|Elves]] have Advantage on Saving Throws against being [[Conditions#Charmed|Charmed]].  As another example, the [[Conditions#Bleeding|Bleeding]] condition incurs Disadvantage on Constitution Saves.
== See also ==
* [[List of features and items that affect saving throws]]
* [[List of equipment that affect Spell Save DC]]


Some [[spells]] can also affect a saving throw, such as [[Bane]], [[Bless]], and [[Resistance]].
== Footnotes ==
{{notelist}}


=== Ability Score Modifier ===
{{NavGameplay}}
''Main page: [[Ability Score Modifier]]''


Following is the Ability Score Modifier table based on the value of the Ability Score being used for the save:
[[Category:Gameplay mechanics]]
 
[[Category:Saving throws]]
{{AbilityScoreModifierTable}}
 
=== Proficiency Bonus ===
''Main page: [[Proficiency Bonus]] (See also: [[Proficiency]])''
 
As explained above, a creature needs [[Proficiency]] in the corresponding type of Saving Throw for its [[Proficiency Bonus]] to apply.  Each [[Class]] provides a creature Proficiency in two types of Saving Throw:
 
{{ClassSavingThrowsTable}}
 
Following is the table of Proficiency Bonus values, by Level of the creature making the save:
 
{{ProficiencyBonusTable}}
 
== The Difficulty Class of Saving Throws ==
 
If a creature uses a [[Weapon Actions|Weapon Action]] that forces another to make a save, the DC is determined according to the properties of the '''Weapon Action''' and the '''attacker''', using the following formula:
DC = {{InfoBlob|10 + Weapon [[Ability Modifier|Ability Modifier]] + [[Weapon Actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}
If a creature casts a spell that forces another to make a save, the DC is determined according to the properties of the '''spell caster''', using the following formula:
 
DC = {{InfoBlob|8 + [[Proficiency|Proficiency Bonus]] + [[#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]]}}
 
The [[Ability Score]] used to determine the Modifier depends on the class of the caster, and is the same as the one used for the [[Attack Roll]]:
 
{{ClassSpellcastingAbilityTable}}
 
In Baldur's Gate 3, the same ability modifiers apply when casting a spell from a [[Scrolls|Scroll]], even when the spell being cast is not normally available to your class. For instance, a [[Cleric]] casting {{SmallIcon|Shatter Icon.png}} [[Shatter]] (a spell not normally available to Clerics) from a scroll adds its [[Wisdom]] modifier to the Saving Throw DC.
 
The Proficiency needed to gain the Proficiency Bonus is spellcasting.  All creatures capable of casting spells through their Class, Subclass, or Feats have this proficiency.  If a creature that can't normally cast spells uses a scroll or other item to cast one, it will also receive its Proficiency Bonus on the Attack Roll or Saving Throw DC of that spell.
 
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 supposed to be.  For example, a rather ineffective trap could have a DC of just 5, whereas a very powerful one 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 hapless victim.
 
== Effects of a Successful Saving Throw ==
 
Making a successful Saving Throw could mean avoiding negative effects entirely, or it could merely mean reducing the damage taken, usually by half.  Depending on the threat, there could also be other rules that determine what happens on a failed or successful save.
{{GameplayNavbox}}

Latest revision as of 09:26, 8 November 2024

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 surfaces. Saves are always associated with a specific 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.

Overview[edit | edit source]

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.

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 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 1], that effect's modifier is being added to the formula.

Formula = D20.png d20 + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)

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

Game mechanics[edit | edit source]

Saving throws represent a creature’s attempt to “save” themselves from harm. Spells and actions taken by other creatures frequently allow their targets to attempt a save, as do hazards like traps and surfaces. Each save has an associated ability – referred to using terms like Strength saving throw or Dexterity save – and a save DC that creatures attempting to save roll against. When attempting a save, a creature adds an ability score modifier corresponding to that save's associated ability, and if they are proficient in saves made using that ability, they add their proficiency bonus as well.

While the result 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. Typically, the damage or conditions inflicted by the associated effect will be reduced in severity, and sometimes negated entirely.

Saving throws do not automatically fail or succeed on natural 1s and 20s, except when made during dialogue.

A number of features affect saving throws, and some races have advantage on certain saves.

Save proficiency[edit source]

All classes give save proficiency with two abilities. Though when multiclassing, only the first class taken gives its save proficiencies. An additional save proficiency can be gained by taking the Resilient feat.

Save DCs[edit source]

The Difficulty Class rolled against when attempting to save is called save DC. A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes. On the other hand, if it's caught in the area of effect of a Fireball Fireball, then a successful save will merely halve the damage. Saving against Thunderwave Thunderwave both halves the damage taken, and prevents a creature from being pushed by the spell.

Different mechanics calculate save DC differently:

Danger save DC
In scenarios such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. This includes consumable items such as elemental arrows or throwables.
Spell save DC
The Difficulty Class of a spell that can be saved against is determined through the following formula:
8 + proficiency bonus + spellcasting ability modifier.
Certain conditions and equipment worn by the caster can also affect their Spell Save DC.
This value can be checked by the shortcut key "K" and the target's saving throw can be checked by the shortcut key "T".
Weapon save DC
Most weapons allow proficient users to perform special "weapon actions", which are typically limited to once per short rest (e.g. Backbreaker). These actions often include the chance to inflict a condition on the target, and these conditions require the target to attempt a Save to avoid them. Each weapon action can grant its own inherent bonus to DC that isn't listed anywhere, but is frequently +2. The Difficulty Class of saves allowed by weapon actions is calculated as follows:
Weapon Action DC = 8 + proficiency bonus + Strength or Dexterity modifier + inherent weapon action bonus DC
Certain weapon actions, notably Concussive Smash, instead allow the acting creature to either use their Spell Save DC or weapon action DC with a +2 bonus, whichever is higher.

Other effects[edit source]

In the case of threats that don't originate from a spellcaster, 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 might have a DC of just 5, whereas an effective trap could have a DC of 15. A slightly spoiled tart could impose a DC 5 Constitution save when eaten, whereas a potent venom from a snake could impose a DC 15 Constitution save on the victim.

Death saving throws[edit source]

Death saving throws are a special type of saving throw made by playable characters after they have been Downed Downed. Death saves are made once per turn while the character remains Downed. If a Downed character receives damage from any source that isn't a critical hit, they automatically fail one death saving throw. A critical hit against a Downed character results in 2 failed saves. Melee attacks against a Downed target are always classified as a critical hit.

Three successful saves will let a creature stabilize, no longer needing to make death saves to survive, and three failures will lead to the creature becoming Dead Dead.

Death saving throws are not associated with an ability score and so don't get any modifiers, nor do they benefit from the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as Bless Bless) or specifically to death saves (such as Family Ring). Death saves are always DC 10. A character dies when three failures are accumulated, or stabilizes when three successes are accumulated, whichever happens first.

Death saving throws can be critical failures and critical successes. A natural 1 rolled for a death save will add two failures to a character's death save count, while a natural 20 will immediately stabilize the character regardless of their current death save count.

Saving Throws by Type[edit | edit source]

See also[edit | edit source]

Footnotes[edit | edit source]