Difference between revisions of "Saving Throws"

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'''Saving Throws''' are die rolls used to determine whether magic, poison or various other forms of non-melee attacks are effective against a character or monster.  The actual means by which the attack is minimized or avoided is a source for much contention; this wiki takes the position that success indicates that the defender has dodged, eluded, withdrawn from, escaped, fended off, resisted, overcame, stoop up to or mentally resisted or benefitted from enormous luck that mitigates the effect of the attack.  And that further the potential for escaping such attacks promotes a better game-playing experience.
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'''Saving Throws''' are die rolls used to ascertain the efficacy of non-melee attacks such as magic, [[Poison (substance)|poison]], or various other forms against a character or [[Monster|monster]].  The specific methods of countering or evading these attacks is a subject of considerable debate.  The rules here presume that a successful saving throw implies that the defender has skillfully evaded, eluded, retreated from, escaped, parried, resisted, conquered, stood up to, mentally resisted, or fortuitously benefited from luck, lessening the impact of the attack.  The danger of such attacks, and success in side-stepping them, enhances the overall game experience.
  
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|+ Bards, Fighters & Rangers
 
|+ Bards, Fighters & Rangers
! Level !! Poison !! Paralyse<br>& Petrify !! Polymorph !! Rod, Staff<br>& Wand !! Breath<br>Weapon !! Other<br>Magic
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! style="width: 50px|Level !! style="width: 50px|Poison !! style="width: 50px|Paralyse & Petrify !! style="width: 50px|Polymorph !! style="width: 50px|Rod, Staff & Wand !! style="width: 50px|Breath Weapon !! style="width: 50px|Other Magic
 
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| '''1-3''' || 15 || 15 || 16 || 15 || 17 || 15  
 
| '''1-3''' || 15 || 15 || 16 || 15 || 17 || 15  
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| '''16+''' || 9 || 10 || 10 || 9 || 11 || 9  
 
| '''16+''' || 9 || 10 || 10 || 9 || 11 || 9  
 
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Revision as of 21:02, 3 November 2023

Saving Throws are die rolls used to ascertain the efficacy of non-melee attacks such as magic, poison, or various other forms against a character or monster. The specific methods of countering or evading these attacks is a subject of considerable debate. The rules here presume that a successful saving throw implies that the defender has skillfully evaded, eluded, retreated from, escaped, parried, resisted, conquered, stood up to, mentally resisted, or fortuitously benefited from luck, lessening the impact of the attack. The danger of such attacks, and success in side-stepping them, enhances the overall game experience.





Bards, Fighters & Rangers
Level Poison Paralyse & Petrify Polymorph Rod, Staff & Wand Breath Weapon Other Magic
1-3 15 15 16 15 17 15
4-7 14 14 15 13 16 14
8-10 12 13 13 12 14 12
11-15 11 12 11 10 13 11
16+ 9 10 10 9 11 9



Assassins & Thieves
Level Poison Paralyse
& Petrify
Polymorph Rod, Staff
& Wand
Breath
Weapon
Other
Magic
1-6 13 12 14 14 16 15
7-11 12 11 13 12 15 13
12-15 11 10 12 10 14 11
16-19 10 9 11 8 13 9
20+ 9 8 10 6 12 7
Illusionists, Mages & Monks
Level Poison Paralyse
& Petrify
Polymorph Rod, Staff
& Wand
Breath
Weapon
Other
Magic
1-4 14 12 12 11 15 12
5-8 13 11 10 9 13 10
9-12 11 10 8 7 11 8
13-17 10 9 6 5 9 6
18+ 8 8 4 3 7 4
Clerics, Druids & Paladins
Level Poison Paralyse
& Petrify
Polymorph Rod, Staff
& Wand
Breath
Weapon
Other
Magic
1-4 12 11 13 14 15 15
5-8 11 10 12 13 14 14
9-13 9 8 10 11 12 12
14-18 8 7 9 10 11 11
19+ 7 6 8 9 10 10

To succeed in a saving throw, the shown rolls must be equalled or bettered by the characters that have been attacked, according to their level and hit dice.

Regardless of the type of magic a rod, wand or stave casts, always roll on that column for attacks by these items.

Non-magical monsters are counted as fighters. Magical monsters — those possessing either spells or natural magical abilities — should be treated as mages with their number of hit dice equal to the level indicated. Magical monsters that possess more hit dice than spell levels (such as dragons) should roll according to their best chance of success.


See Also,
Combat
Magic Resistance
Saving Throws for Items