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RPStats - Saving Throws

Keywords: RP-SAVINGTHROWS, RP_SAVINGTHROWS, RP-SAVING-THROWS, RP_SAVING_THROWS
Category: newbie
. A saving throw represents an attempt to resist a spell, trap, poison, disease, or any similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. To make a saving throw, roll a 1d20 + [Save Modifier]. A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the Dungeon Master. The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability (See Below). The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.

There are a total of
three different types of saving throws:

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Fortitude> -- Fortitude saves reflect ones physical toughness. They incorporate stamina, ruggedness, physique, bulk, metabolism, resistance, immunity, and other similar physical qualities.

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Reflex> -- Reflex saves reflect physical (and sometimes mental) agility. They incorporate quickness, nimbleness, speed, and reaction time.

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Willpower> -- Willpower saves reflect inner strength. They incorporate willpower, mental stability, the power of the mind, levelheadedness, determination, self-confidence, self-awareness, and resistance to temptation.

Player-Character Spell DCs:
Player Level 1 - 25:
DC: 8
Player Level 26 - 50:
DC: 10
Player Level 51 - 75:
DC: 14
Player Level 76 - 100:
DC: 16

Recommended Difficulty Classes for RP:
Easy ----- 10
Moderate ----- 15
Hard ----- 20
Very Hard ----- 25