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25

In general, you worry about DC, Saving throws, and AC only in situations where there are two opposing views of what should or can happen. Unless you have some sort of magical shield which actually has a chance to prevent the magic from happening, (Like a partial anti-magic sphere or something) there is no reason to ask someone to roll a saving throw when ...


17

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 ...


15

Six saving throws instead of three is by design, intended to emphasize the ability scores, and new usages are likely to come up in future expansions. Why Associating saving throws with ability scores makes the scores more relevant, or at least come up a lot more often. It has been six saving throws since the first playtest rules. Quoting the transcript of ...


13

There's a limited amount you can do proactively to prevent this. The fact that your int save isn't going to be very good is pretty much a fact of life. If you're targeted by this spell, there's a really good chance you're going to get hit with it. You can take a starting class as something that gets proficiency, but that may not fit every build (and it's a ...


13

This isn't an oversight. Spells aren't the only thing that could possibly cause a saving throw. Saving throws are written to be generally applicable, so that they can cover every possible situation and future rule. This provided a solid foundation upon which both official rules and home rulings can build, as it provides for making saving throws against any ...


12

5e has changed Dying in a few meaningful ways from 4e's Death Saving Throw mechanic: Death saving throws are now 3 successes before 3 failures. If you get to 3 successes, you're stable, but still unconscious. If you get to 3 failures, you die. If you get to stable, all of your death saves are reset (successes and failures). If any damage you would take ...


11

Can a creature willingly forego a saving throw versus a spell? If the creature is targeted by a spell that allows a saving throw, the creature can choose to fail that saving throw. Voluntarily Giving up a Saving Throw A creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to ...


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. ...


9

Assuming you are vulnerable to 8th level spells (meaning no 9th level Globe of Invulnerability), the only way to prevent the Ability Drain effect from Feeblemind is to succeed on the Intelligence saving throw. There are several ways to improve your Intelligence saving throws. Here is an attempt at an exhaustive list in ascending order of inconvenience ...


8

1. Don't play D&D alone. No one character can be proof against everything. Even without digging in the whole ruleset, I think it's fairly likely that there are various attacks which hit the Int-based casters particularly hard too. If you're playing with a balanced party, they'll have your back. Specifically, The spell can also be ended by greater ...


8

The PC Gets a Save There is no effect line in 5e's magic spells, so when it says affects another creature its not calling to a mechanical keyword, but saying it shifts target. Spell Reflection is basically used to turn the party's spells against them, but a targeted PC should still get to make the normal save as if he/she was the original target of the ...


8

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 ...


8

PFSRD: ...the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier. Because the revelation is a supernatural ability, not a spell or spell-like ability, spell level doesn't apply. If another effect needs to refer to spell level for some reason (it happens very rarely), a suggested houserule is ...


7

By default, the way you do this is with a level-by-level approach: Scout 1 (+0/+2/+0) // Ranger 1 (+2/+2/+0) = +2/+2/+0 Scout 2 (+0/+1/+0) // Swashbuckler 1 (+2/+0/+0) = +2/+1/+0 (total: +4/+3/+0) Scout 3 (+1/+0/+1) // Swashbuckler 2 (+1/+0/=0) = +1/+0/+1 (total: +5/+3/+1) Scout 4 (+0/+1/+0) // Rogue 1 (+0/+2/+0) = +0/+2/+0 (total: ...


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

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 ...


6

There are 3 effects right off hand that break down completely when you allow players (and monsters) to stop saving. Escalation effects are worthless. Lots of monsters (especially as you go later), have effects that get bad (and then very bad) on failed saving throws. Skipping a saving throw in this case must be counted as a failure and the PCs might feel ...


6

The Saving Throw line refers to how the spell functions for the Target. In the case of ghoul touch, the target may make a Fortitude save against the spell; if successful, the entire spell is negated. If not, the target is paralyzed and begins to release a sickening cloud. The parenthetical has to do with the cloud’s saving throw, which is distinct ...


6

According to the Glossary Wisdom: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will saving throws. This bonus also applies to any spell DCs based on Wisdom


5

The hallow spell can create a really long lasting (altough not permanent) zone of truth. I'm gonna assume this is what your temple is actually using to generate that otherwise mysterious zone of truth effect. 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 ...


4

It sounds like the foe is always going to succeed on all his saving throws. That means developing another method of Getting a Target to Fail a Willpower Saving Throw The ioun stone (flawed mulberry pentacle) (8,700 gp; 0 lbs.) causes its possessor to take a -2 penalty to Willpower saving throws. According to the glossary penalties are numerical values ...


4

No. There is no specific way to pass on or intentionally fail a saving throw given. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. (BD&D 62). I'd take this to mean that you're forced to make the saving throw even if you'd rather decline it (that's not quite the ...


3

At three successful saves, you stabilise and stop rolling death saves and erase any failures and the successes you've racked up. You're still unconscious, but not dying anymore, and will wake with 1 hp after some time. Erasing failures when you stabilise is so that you start the count fresh in case you de-stabilise (which can happen if you take more damage ...


3

There are 3 possibilities here.The first is that saving throws in general can be voluntarily failed. The text on page 179 of the PHB says: You don't normally choose to make a saving throw; you are forced to make one because your character or monster is at risk of harm. This says that you can't normally choose to make a saving throw. Choosing to fail a ...


3

Spending resources (Feats, Ability Points, etc.) to defend against this will likely cripple your character. My suggestion is to play your characters strengths, not its weaknesses. If you absolutely must have some way of defending against it or making it less effective, you have options, but they're costly. Run If you get hit, get out of Dodge. You should ...


3

As an addendum to other answers, I would like to offer some help on the issues you mentioned in the comments. There is at least a couple precedents for what you are trying to do. The Starsoul bloodline's arcana reads: Bloodline Arcana: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 ...


3

I don't see a rule which allows you to intentionally fail a saving throw, except for the nebulous language of "don't normally decide to make a saving throw" on page 179 of the PH, or "a target can make a saving throw to avoid some or all of spell's effects" on page 205 (emphasis added). That wording leaves a lot of room for interpretation at the individual ...


2

So the answer is "no," no one in reality bothers to roll saves to things they are immune to and the rules are silent on the subject. If you are writing some mechanic that expects them to even recognize its lack in gameplay, it needs to be super explicit and will suffer from the fact that it relies on an operation that flies in the face of common use, ...


2

I don't have access to the RAW at the moment, so someone may be able to provide a more definitive answer than myself. If we're going for a purely RAW answer, I would probably side with "No, you can't generally choose to fail saves as there are specific allowances for that choice in certain spells, indicating that that is not normally the case". However, ...



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