< User:Proton

User:Proton/Revised old school

Saving Throws

Your DM will ask you to make a saving throw with a specific ability.

  1. Roll the Die: To make a saving throw, roll a d20, add the relevant ability's modifier, and add your race's save bonus for your level (see tables below).
  2. Apply Bonuses and Penalties: If a class feature, a spell, or some other effect gives you a bonus or penalty to this saving throw, apply it to your current total.
  3. Announce the Total: Tell the DM the result of your saving throw.

When you make a saving throw, the effect you attempt to resist has a DC. Powerful effects have higher DCs, while weaker ones have lower DCs.

If you fail the saving throw, you suffer the full force of the effect you attempted to resist. A spell might deal its damage to you, you might fall into a pit that opens beneath you, or a poison might sap your vitality.

If you succeed on a saving throw, you either avoid the effect or suffer a diminished version of it. You might take cover and thus suffer only partial damage from a spell. As a pit opens, you might leap to solid ground. A poison might cause you to feel ill, but you are durable enough to shrug off some of its effects.

Sample save DCs:

  • 11: Death ray, poison
  • 12: Magic wand
  • 14: Paralysis, turn to stone
  • 15: Dragon breath, rods, staves, spells

Specific save modifiers:

  • Fighters have +1 on Dexterity saves.
  • Magic-users have −1 on Dexterity saves and +1 on Charisma saves.
  • Halflings have −1 on Dexterity saves.
Human save
LevelBonus
0−2
1–2+0
3–4+1
5–6+2
7–8+3
9–10+4
11–12+5
13–14+6
15–17+7
18–20+8
21–23+9
24–27+10
28–31+11
32–36+12
Dwarf save
LevelBonus
1+3
2+4
3+5
4+6
5–6+7
7+8
8+9
9+10
10–12+11
Elf save
LevelBonus
1+0
2+1
3+3
4+4
5+5
6+6
7+7
8+8
9+10
10+11
Halfling save
LevelBonus
1+3
2+4
3+6
4+7
5+8
6+9
7–8+10

Attack Rolls

An attack roll uses a base attack bonus determined by your class and level. You can calculate your base attack bonus as follows (fractional results round down):

  • (L − 1) × 23: fighters, demi-humans.
  • (L − 1) × 12: clerics, thieves.
  • (L − 1) × 25: magic-users.
  • R + 3: experienced demi-humans, where R is the place of the attack rank in the alphabet (A, 1; B, 2; etc.).
  • −1: Commoners.
  • (HD − 1): Monsters up to 10 Hit Dice (Hit Dice with bonuses round up).
  • (HD − 10) × 12 + 9: Monsters with 11 or more Hit Dice (Hit Dice with bonuses round up).
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