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saving throws

Started by jatz Aug 20, 2007 at 6:43 PM 4 replies 1.8k views
Original Post
jatz
jatz
Hi I am stuck on "Saving Throws". I have been searching around the net, but unable to find anything useful. I know that its purpose is to protect the character from spells or something like that. Due to the lack of understanding i am unsure how to implement it for the project. How does it actually work. Is it an item which the character collects and uses in battle? How is it used in battle. If the player uses a saving throw (not sure if this makes sense) then does that mean the player cannot attack for that turn? Sorry, the only rpg type games i have played is Pokemon :) Have been playing a bit of final fantasy for the snes, but have never come across any such things as saving throws? Thanks in advance.
Palidine
Palidine
In D&D there are different types of saving throw. They are "passive" in the sense that every time you are attacked by a certain category of thing, you get to roll to either avoid damage, avoid the effect, take half-damage or whatever.

So let's say you have a Fire saving throw of 15. Fire saving throw is defined as the number you have to roll to take half damage.

Some guy hits you with a fireball
You roll a 20 sided dice
If you roll 15 or higher you save and take half-damage.

-me
jatz
jatz
Thanks for the quick reply.

So in the character classes 1 file which is provided as a link in the project specification, a table is displayed beneath each of the classes.

In this table there are 3 columns related to saving throws. The Fort Save, Ref Save and the Will save. There are different values for each of the levels 1 - 20.

Could you please explain what these values mean?

What does the +1, +2, +3 mean?
bobofjoe
bobofjoe
Fire Saving Throw? Thats like, second edition!

Saving throws are categorized into 3 categories, Fortitude (Fort), Reflex (Ref), and Will (Will) saves.
In the character file, you might have values something like this:
Level: F /R /W    1  +1/+1/+1    2  +2/+2/+2    3  +3/+3/+3    4  +4/+4/+4    5  +5/+5/+5    6  +6/+6/+6

This means, at level 1, you gain a +1 bonus to your Fortitude, Reflex and Will saves.

Every time you make a saving throw (Such as being attacked with a fireball, pushed off a cliff and other such things), you need to make a saving throw. Each action has a Difficulty Class (DC) assigned to it, which you must equal or exceed with your saving throw. A fireball would require you to make a reflex saving throw (To show you dodging behind your sheild or something) with DC 15. You would roll a d20, or a 20 sided die, and then add your bonus, which at level 1, would be +1. If the 20 sided die came up with 10, you would add 1 to it, because of your bonus at level 1, and come up with a total of 11, which, unfortunatly, is not enough to save against the fireball.

If you were level 6, however, and made the same saving throw, you would have 16 (10 on the die roll, +6 bonus), and thus 'save' against the fireball, and take half damage.

All the other saving bonuses and throws work in the same way, though the type (Fortitude / Reflex / Will) may change due to the circumstances - seeing if you can dodge a fireball and if you can withstand poison would be completely different saves (reflex and fortitude, respectivly).

If a player uses a saving throw, he can still attack and move on that turn.
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jatz
jatz
So are the values for each of the saving throws generated once.

( At the beginning when creating the character or when character advances to the next level).

Or are they generated each time during battle i.e. when character is poisoned then generate values randomly each turn to determine if the character is hurt by the poison. (Is this right?)

Thanks.
Telastyn
Telastyn
They're bonuses, identical in many ways to the attack bonus, skill rank, armor class... Every attack you make, the attack bonus is the same (until you gain levels or change weapons) even if the dice roll it's modifying is different. Similarly, the saving throw (bonus) is the same (until you gain levels, or equip some item that changes it) even if the dice roll it's modifying is different.

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