Save (PSR Supplement)

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PSR is an alternate ruleset compatible with most 5e content.

System Differences

The Basics

Time

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Senses
Carry Slots

Encounters

Group Turns
Round‑Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Defense
Cover

Shifts
Phases

Hit Points & Damage

Temporary Hit Points
Damage Types
Max Damage

Rest & Recovery

Downtime
Downtime Trading
Downtime Enterprise

Defeat

Dramatic Death

Common Hazards
Extreme Climates
Conditions


Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity

A saving throw—or save—is an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You normally don't decide to make a save; you are forced to make one because your protag is at risk of harm.

To make a saving throw, roll a d20 and add the appropriate ability modifier. The result is compared to a number called the save mark. If your rolled result equals or exceeds the mark, it's a successful save, and the danger is avoided or reduced. If your rolled result is less than the mark, the save failed and you suffer the danger fully. The effect which imposes a saving throw specifies the save mark, which save category is rolled, and what happens on a success or failure.

Often when you a saving throw you make will have advantage, disadvantage, or other modifiers that can affect any d20 roll.

Saving Throws[edit]

Save Ability Modifier
Scuffle Strength or Dexterity
Grit Strength or Constitution
Reflex Dexterity or Perception
Will Knowledge or Charisma

There are four types of saves, for four categories of danger.

A Scuffle save is made to escape from being Grappled or Mounted, to avoid falling Prone, to resist or dodge being Shoved or Disarmed, or otherwise protect oneself through deft and strong maneuvering. When you roll a Scuffle save, add your Strength or Dexterity modifier to the d20's result; whichever is higher.

A Grit save relies on your fortitude, immune system, and endurance. A Grit save is made to overcome threats like poison, disease, extreme climates, and exhaustion. When you roll the d20 for Grit save, add your Strength or Constitution modifier to the result; whichever is higher.

A Reflex save is made to perceive danger and react quickly. Often a Reflex save is made to take cover from something like a blast of fire or a splash of acid, or to notice and react to traps. Reflex saves often decide turn order in encounters. When you roll a Reflex save, add to the d20's result your Dexterity or Perception modifier; whichever is higher.

A Will save is made to overcome mental threats like illusions, fear, compulsions, and mind control. When you roll a Will save, add your Knowledge or Charisma modifier to the d20's result; whichever is higher.

You can become proficient in any of these save types. If you're proficient in Will saves for example, you add your proficiency bonus (PB) to the result in addition to your ability modifier.

Ability Mark[edit]

Sometimes you will cast a spell or take some other action that forces another creature to make a saving throw against you.

Normally, the save mark that creature rolls against is one of your ability marks.

You have a different ability mark for each of your six abilities. Your mark for any ability equals: 8 + your proficiency bonus + the ability modifier.

So for example if you have a Strength modifier of +1 and a PB of +2, your Strength mark is 11. If a creature was trying to escape your Grapple (which uses your Strength mark), it would roll a saving throw and needs an 11 or higher to escape.

The action you take defines what ability mark is used. For a spell you've cast, your class normally defines which ability mark is used.