Tag Info

Hot answers tagged

19

In OD&D, I can't find much clarity as to the effects of invisibility at all. In BECMI, you have a -6 penalty to hit an invisible defender. And you can't see them. The rest is up to you. Don't see any impact on saving throws. (That -6 may be from the Rules Cyclopedia). In 1e, you have a -4 penalty to hit an invisible creature and have to detect them ...


17

There is no option to skip saving throws at the end of your turn. From the Rules Compendium pg 228 If a creature is subject to an effect that a save can end, the creature makes a saving throw against that effect at the end of each of its turns. DDI words it thusly End of Turn: At the end of your turn, you make a saving throw against each effect on ...


16

Unless the effect says to make a saving throw immediately, as when avoiding being pushed into a pit or something, a creature makes saving throws at the end of its turn for each of the effects that a save can end. (Rules Compendium, page 228). In this case, your spell would go into effect on your attack, and at the end of the other PCs turn, he'd get to make ...


14

As you say, this is how Green Slime is presented in the DMG (3.5e p77, 3.0 p117). Note that Green Slime is considered a hazard, much like a flow of lava, raging river, or 40' pit would be a hazard. Green slime is green slime. Does the module say the slime is invisible? That the players can't see it? Is there an illusory wall or darkness spell concealing ...


14

All of it. But it may end up squeezing if they are partially over the pit. If only part of a creature's space is over a pit or precipice, the creature doesn't fall (Normally a creature ends up in such a position as a result of forced movement.) On the creature's next turn, it must either move to an unoccupied space that is at least as large as it is or ...


13

It was explicitly addressed on pg 219 of PHB2 (and in the Rules Compendium page 98 ): Failed Saving Throw: Sometimes an effect changes as a target fails saving throws against it. The new effect, specified in a “First Failed Saving Throw” or a “Second Failed Saving Throw” entry, takes effect after the target fails a saving throw against ...


12

An effect like the one you describe (permanent, bound to a structure) is defined in the Stronghold Builder's Guidebook, pages 77-78. The component is appropriately named "Hall of Truth". It enforces a save upon each entry into the chamber. The relevant text is: [The Zone of Truth] effect only lasts as long as the subject is in the space. If a subject ...


10

A failed save means the target has no idea that the effect has taken place. A successful save gives the target an idea that they’ve been targeted by a hostile mental effect, but beyond its hostility and the fact that they resisted it, they gain no more information (i.e. no indication of the source, the direction it came from, the nature of the attack, ...


10

From the DMG/Compendium, the important part for your question: Forced Movement and Terrain Difficult Terrain: Forced movement isn’t hindered by difficult terrain. Blocking Terrain: Forced movement can’t move a creature through blocking terrain (page 61). Every square along the path must be a space the creature could normally occupy. ...


9

D&D4 answers only here. There is no save vs. falling damage directly. However there are a couple helpful things to remember. Training in Acrobatics DDI can reduce the falling damage you take: If you fall from a height, you can make an Acrobatics check to reduce the amount of falling damage you take. You do get a save when forced into a falling ...


9

No, Assuming the power used was Summon Thought Servant DDI, it works exactly like a Heal check. Opportunity Action: Triggered when a dying ally adjacent to the servant starts its turn; targets the triggering ally; the servant makes a Heal check to stabilize the target or to allow the target to use his or her second wind In a Heal check, the subject is ...


9

Standard Scheme You are correct. Read the base save of a Barbarian 3, base save of a Bard 6, and add them. Factional BAB & Saves: Variant Suggestion I strongly recommend, however, that you use the “fractional” variant. In 3.5 that’s in Unearthed Arcana; I don’t know if Pathfinder replicated it anywhere, but saves work the same ...


9

There is no precedent in the rules for it to matter, so I doubt any rule addresses it. You are using a new mechanic, so create rules for it. Even if there is some RAW that defines the general case, people probably don't know it, since this is super obscure. So just give a specific rule in the effect for what you want to happen in this case, and also in the ...


9

Since you’re doing something the rules don’t cover, there is no rule that tells you one way or the other how it’s “supposed” to go – it’s up to you. I would recommend not having it be a single save ever, since that would mean someone who makes the save never has to worry about that effect ever again, while someone who does not can never break it. ...


8

There's nothing in the rules that mentions any sharing of reflex saves between mount and rider. Each rolls a separate reflex save. Unless it's stated specifically, a mount and rider do not share any abilities such as Evasion with each other, either. To address the issue of realism clashing with the game rules, I don't think this is out of bounds with ...


8

Yes From the Rules Compendium, p260 (emphasis mine): Death Saving Throw: When an adventurer is dying, make a saving throw at the end of that character's turn each round. A death saving throw works just like any other saving throw, but the result determines how close the adventurer is to death. If you get a bonus to all saving throws, that bonus does ...


8

To address your first question, Why is this trap so special and hardcore - and one of the very first one in the dungeon, no less? Think of the alternative. If the first few traps the players encounter are easily avoidable, or can be shrugged off without too much effort, that sets the tone for the rest of the dungeon. The paradigm becomes one of "Move ...


7

@Kryan hit the nail on the perverbial head, however, there is another aspect not yet addressed. A sucessfull Skill: Spellcraft check of 25+spell level allows the character who made a saving throw against them to determine what the spell was. Note that this doesn't say they are required to see the caster casting the spell only make a saving throw. ...


7

Yes If players remain in the pool of poisonous blood the will take the 1d10 + 5 ongoing damage every turn they remain in the pool. The ongoing damage will not stack (same source, same amount), but they will get a save against the ongoing damage every turn, at the end of their turn. This is because a player can end their turn in the pool, save vs the poison ...


7

Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Your quote has the answer! So, when the spell is cast, everyone in range gets a saving throw. Furthermore, whenever someone enters the temple, they get another saving throw since they are at that moment ...


6

AD&D1e PHB Page 105 Falling Damage only says 1d6 for each 10' of distance fallen to a maximum of 20d6, plus or minus adjustments for the surface fallen upon. AD&D1e DMG Page 80 Saving Throws Yet because the player character is all-important, he or she must always-- or nearly always - have a chance, no matter how small, a chance ...


6

The current text reads: First Failed Saving Throw: The target is unconscious instead of slowed (save ends). This was clarified in Essentials, and the errata was back ported to DDI.


6

No Order of Operations Exists... These are rules you'll have write. It's unfortunate in d20 that there's no quantified step-by-step order for combat and applying effects a la most trading card games. Were there, we could just say, "Immunity applies during step X, Damage Resolution, after Saving Throws but before Inflicting Effects," or whatever. ...But If ...


5

Earlier editions of D&D are known for particularly unforgiving traps. The Tomb of Horrors had many instant-death traps, even right at the beginning (for example, the two false entrances to the tomb, which could easily instantly kill adventurers). But for saving throws and checks for the trap, I'd recommend a moderate-easy spot check DC (the slime ...


5

Its up to the GM to apply their brain in situations like this. If the players say they are checking out the ceiling before entering a corridor, the GM should either tell them what they see (slime covered ceiling) or provide an appropriate spot/search check if the danger isn't obvious. Similarly, a REF save or possibly attack roll is probably in order when ...


5

Your tactic is legal and should be allowed. Here is a good summary of some recent answers from WoTC Customer service. It is still an open question if you can cause a target to take damage multiple times by sliding them in and out of a zone. (Obviously thunder wave can't be used this way, but other abilities can).


5

In 4e, it's harder to affect someone with spells. Yes, if we consider saving throws in context of all four editions. The purpose of a saving throw (not a 4e save, but in general) is to answer a question: does this spell affect me? Therefore, as saving throws transformed into defenses in 4e, and invisibility provides total oncealment for (an effective) +5 ...


5

As you and your group correctly suppose, the silence spell works at its best when cast upon an area or an ally. No SR apllies and no ST is required in this case but the area is stationary or moves with the ally, so the intended target (most probably an enenmy caster you're trying to silence) could still move outside of the area and cast his spells. While ...


5

All of their space has to be over the pit. From PHB1, p284-285: Falling Large, Huge, and Gargantuan Creatures: If only part of a creature's space is over a pit or a precipice, the creature doesn't fall. The Rules Compendium has the same information on p209 along with the following addition (might also have been added to PHB1 via errata?): ...


5

There's nothing saying you can't, but it's not likely to make a difference. Saving Throws Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. It's analogous to “(harmless)”, in my opinion. (harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw ...



Only top voted, non community-wiki answers of a minimum length are eligible