How do you determine saves in 5e?

Decoding Saves in Dungeons & Dragons 5th Edition: A Comprehensive Guide

In Dungeons & Dragons 5th Edition (5e), saving throws are a crucial mechanic that determines whether your character successfully resists a negative effect, spell, or hazardous situation. It’s your last-ditch effort to avoid a potentially devastating outcome. When faced with a saving throw, you roll a d20, add the appropriate ability modifier, and then add your proficiency bonus if you are proficient in that specific saving throw. If the total equals or exceeds the Difficulty Class (DC) set by the effect, you succeed. If it’s lower, you fail, and the effect takes hold. Let’s dive into the specifics.

The Core Mechanics

The formula for a saving throw is straightforward:

d20 + Ability Modifier + Proficiency Bonus (if proficient) ≥ DC

Let’s break down each component:

  • d20: This is a standard 20-sided die. It introduces an element of chance.
  • Ability Modifier: Every ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) has an associated modifier. This modifier is derived from the score itself. For every two points above 10, you gain a +1 modifier. For example, a score of 12 gives you a +1 modifier, 14 gives you a +2 modifier, and so on. Scores below 10 result in negative modifiers, following the same pattern. So, a score of 8 grants a -1 modifier, and a score of 6 grants a -2 modifier.
  • Proficiency Bonus: This is determined by your character’s level. At level 1, the proficiency bonus is +2. It increases at levels 5, 9, 13, and 17, reaching +6 at level 17. You only add this bonus if your character is proficient in the specific saving throw being made. Proficiencies are typically granted by your class or race.
  • Difficulty Class (DC): This is the target number you need to meet or exceed on your saving throw. The DC is set by the effect causing the saving throw, usually a spell, monster ability, or environmental hazard. The higher the DC, the more difficult it is to succeed on the save.

Types of Saving Throws

There are six types of saving throws, each tied to a specific ability score:

  • Strength (STR): Often used to resist being moved or restrained.
  • Dexterity (DEX): Typically used to avoid area-of-effect damage, like a fireball or collapsing ceiling.
  • Constitution (CON): Commonly used to maintain concentration on spells when taking damage, or to resist poisons and diseases.
  • Intelligence (INT): Less common, but used to resist mental effects and illusions.
  • Wisdom (WIS): Very common, used to resist mind control, fear effects, and illusions.
  • Charisma (CHA): Used to resist being banished or having your will dominated.

Strong vs. Weak Saves: A Design Perspective

From a game design perspective, saving throws are often categorized as “strong” or “weak.” This isn’t an official term in the rules, but a common observation.

  • Strong Saves: Dexterity, Constitution, and Wisdom are generally considered strong saves. They appear much more frequently in the game because they protect against common threats like area damage, poison, and mind control. Many classes are proficient in one or more of these saves.
  • Weak Saves: Strength, Intelligence, and Charisma are less common. This doesn’t mean they are unimportant. It simply reflects that these saves are situationally rarer.

Advantage and Disadvantage

Sometimes, you might have advantage or disadvantage on a saving throw.

  • Advantage: Roll two d20s and take the higher result.
  • Disadvantage: Roll two d20s and take the lower result.

Advantage and disadvantage can arise from various sources, such as spells, class features, or environmental conditions. They significantly impact your chances of success.

An Example

Let’s say a level 5 Fighter, proficient in Strength saving throws, is targeted by a spell that requires a Strength saving throw with a DC of 15. The Fighter has a Strength score of 16 (a +3 modifier) and a proficiency bonus of +3 (since they are level 5).

The Fighter rolls a d20 and gets a 9. They then add their Strength modifier (+3) and their proficiency bonus (+3), resulting in a total of 15. Since 15 equals the DC of the spell, the Fighter succeeds on the saving throw and avoids the effect.

Frequently Asked Questions (FAQs)

1. How do I know when to make a saving throw?

The Dungeon Master (DM) will tell you when you need to make a saving throw. It’s usually triggered by a spell, monster ability, or environmental effect.

2. What if I’m proficient in multiple saving throws?

Your class determines which saving throws you are proficient in. You add your proficiency bonus only to those saves.

3. Can I choose to fail a saving throw?

According to the rules as written, you generally cannot choose to fail a saving throw unless the specific effect causing the save states that you can. Some spells, such as Calm Emotions, explicitly allow a target to voluntarily fail their save.

4. What happens if I succeed on a saving throw?

The effect that triggered the saving throw is either negated or reduced in severity. The exact outcome depends on the specific effect.

5. What happens if I fail a saving throw?

You suffer the full consequences of the effect. This could range from taking damage to being incapacitated to being controlled by another creature.

6. What’s the difference between an ability check and a saving throw?

An ability check is something you actively attempt to do. A saving throw is something you do reactively to avoid a negative effect.

7. How does cover affect saving throws?

Cover typically affects attack rolls, not saving throws. However, some specific effects might grant a bonus to saving throws based on cover.

8. Does armor affect saving throws?

Armor primarily affects your Armor Class (AC), which determines if an attack hits you. It typically does not directly affect saving throws.

9. What is the DC for a spell?

The DC for a spell is usually calculated as follows: 8 + Your Spellcasting Ability Modifier + Your Proficiency Bonus + Any Special Modifiers.

10. How do I calculate my ability modifier?

For every two points above 10 in an ability score, you gain a +1 modifier. For every two points below 10, you have a -1 modifier.

11. Are some saving throws more important than others?

Yes. Dexterity, Constitution, and Wisdom saving throws are generally more common and therefore more important for survival.

12. What is a Death Saving Throw?

When a character reaches 0 hit points, they are unconscious and must make death saving throws at the start of each of their turns. Roll a d20. On a 10 or higher, it’s a success. On a 9 or lower, it’s a failure. Three successes stabilize the character. Three failures result in death. Rolling a 1 is two failures. Rolling a 20 immediately stabilizes the character and restores 1 hit point.

13. Do saving throws increase with level?

Saving throw modifiers only increase with level if the character is proficient in the save or they increase the related ability score.

14. What is the best stat in 5e?

While subjective, Dexterity is generally considered the most valuable single stat in 5e. However, different classes benefit most from different stats, and a well-rounded character is usually more effective than one focused solely on a single stat.

15. Where can I learn more about game mechanics and design?

The Games Learning Society is an excellent resource for learning more about game mechanics, design principles, and the educational applications of games. Visit their website at https://www.gameslearningsociety.org/ for a wealth of information.

Mastering saving throws is essential for any D&D 5e player. Understanding the mechanics, the types of saves, and how modifiers and proficiencies affect your rolls will significantly improve your character’s survivability and effectiveness in the game. Keep these principles in mind as you adventure, and you’ll be well-prepared to face whatever challenges the DM throws your way.

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