Dice rolls: Difference between revisions

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=== Saving Throw ===
=== Saving Throw ===


Various types of danger can be avoided by making a Saving Throw, also called making a save.  The creature rolls a d20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  The source of danger determines the [[Difficulty Class]] of the save as well as the [[Ability Score]] that determines the Modifier.  If the result of the roll matches or exceeds the Difficulty Class, the save succeeds.
Various types of danger can be avoided by making a '''Saving Throw''', also called a save.  The creature rolls a d20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  The source of danger determines the Difficulty Class of the save as well as the [[Ability Score]] that determines the Modifier.  If the result of the roll matches or exceeds the Difficulty Class, the save succeeds.
 
If a creature casts a spell that forces another to make a save, the Difficulty Class is determined by the caster's Modifiers, with the following formula:
 
{{c|8 + Ability Score Modifier + Proficiency Bonus}}


A successful save could mean completely avoiding negative effects, or it could mean halving the damage received.  For example, successfully saving against a spike trap could mean that you take no damage at all because you've successfully evaded the spikes.  On the other hand, if a [[Fireball]] is cast on you, be it by a spellcaster or a magical trap, then a successful Saving Throw will merely cut the damage in half.  Some effects don't allow for a Saving Throw at all, for example the damage taken from [[Magic Missile]].
A successful save could mean completely avoiding negative effects, or it could mean halving the damage received.  For example, successfully saving against a spike trap could mean that you take no damage at all because you've successfully evaded the spikes.  On the other hand, if a [[Fireball]] is cast on you, be it by a spellcaster or a magical trap, then a successful Saving Throw will merely cut the damage in half.  Some effects don't allow for a Saving Throw at all, for example the damage taken from [[Magic Missile]].