Save (PSR Supplement)

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

System Differences

The Basics

Time
Shifts
Phases

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
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

Hit Points & Damage

Temporary Hit Points
Massive Damage
Damage Types
Max Damage

Other Dangers

Defeat
Dramatic Death
Common Hazards
Extreme Climates
Conditions

Downtime

Downtime Trading
Downtime Enterprise

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
Special Senses

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.

There are three types of saves, for three categories of danger:

  • Grit saves, which rely on your physical resilience and fortitude. A Grit save is made to overcome poison, disease, extreme climates, exhaustion, and forces that shove or bind you.
  • Reflex saves, which test your ability 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. A Reflex save might also be made to notice and react to a hidden mechanical trap, among many other possibilities. Reflex saves sometimes decide turn order during dangerous encounters.
  • Will saves, which are made to overcome mental threats like illusions, fear, compulsions, and mind control.

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.

  • For a Grit save, add either your Strength or Constitution modifier to the d20 roll, whichever is higher.
  • For a Reflex save, add the higher modifier between your Dexterity and Perception to the d20 roll.
  • For a Will save, add the higher modifier between your Knowledge and Charisma.

You can also gain proficiency in any of the three save categories. If for example you're proficient in Will saves, you also add your PB to the result every time you roll a Will save, in addition to your ability modifier.

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

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 PB + 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 need to roll 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.

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