Save (PSR Supplement)
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Other Dangers Rest |
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 normally decide to make a save; you are forced to make one because your protag is at risk of harm.
To make a save, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity save. Often a save will be modified by advantage, disadvantage, or other factors that affect any d20 roll.
The mark for a saving throw—or save mark—is decided by the effect that causes the threat. If you or another protag imposes a saving throw, the save mark is normally based on one of your ability marks.
The result of a successful or failed save is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers less harm from an effect.
Your initial class can give you proficiency in a save. Proficiency lets you add your PB to all saving throws made using the relevant ability score. Being proficient in Strength saves for example lets you add your PB to all Strength saves you make. Some NPCs have saving throw proficiencies too.
A successful save means the creature suffers less harm or no harm from the threat. The result of a successful or failed save is also detailed in the effect that imposes the save in the first place.
Ability Mark
Sometimes another creature must make a saving throw against an effect caused by you. The save mark they're rolling against is normally based on 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 PB + the ability modifier.
Example: If your protag has a Constitution modifier of +1 and a PB of +2, your Constitution mark would be 11.