What counts as a failed saving throw?

Decoding Failure: A Comprehensive Guide to Failed Saving Throws in TTRPGs

A failed saving throw occurs when a character in a tabletop role-playing game (TTRPG), such as Dungeons & Dragons (D&D) or Pathfinder, attempts to resist a harmful effect and their attempt falls short. Typically, this involves rolling a d20 (a 20-sided die), adding relevant modifiers (like ability scores and proficiency bonuses), and comparing the total to a target number (the Difficulty Class, or DC) set by the effect. If the total is less than the DC, the saving throw is a failure, and the character suffers the consequences of the effect. The specifics of how failure manifests depend entirely on the particular game rules and the effect causing the saving throw.

The Anatomy of a Saving Throw

Understanding what constitutes a failed saving throw requires a grasp of the saving throw process itself. Let’s break it down:

  • The Trigger: A harmful effect, like a spell, trap, or poison, mandates a saving throw. The description of the effect specifies which ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) governs the saving throw.

  • The Roll: The player rolls a d20 and adds their ability modifier for the relevant ability score. If they are proficient in that saving throw type (determined by their class, race, or feats), they also add their proficiency bonus.

  • The Comparison: The total rolled is compared to the DC set by the effect. If the total is equal to or greater than the DC, the saving throw succeeds. If it’s less than the DC, the saving throw fails.

  • The Consequence: The effect’s description details what happens on a failed saving throw. This could range from taking damage to being charmed, poisoned, restrained, or suffering some other debilitating condition.

Common Misconceptions and Nuances

While the basic process is straightforward, several nuances and common misconceptions often arise regarding failed saving throws:

  • Automatic Failures: In many TTRPG systems, a natural 1 (rolling a 1 on the d20 before modifiers are added) on an attack roll automatically misses. However, whether a natural 1 always results in a failed saving throw varies by system. Some systems treat it as an automatic failure, while others simply apply the 1 as the base roll, adding modifiers as usual. D&D 5th edition, for instance, does not treat a natural 1 as an automatic failure on a saving throw.

  • Automatic Successes: Similarly, a natural 20 on a d20 is often an automatic success on an attack roll. However, it’s not an automatic success on a saving throw in D&D 5th edition or many other systems. Again, the roll is simply treated as a 20, and modifiers are applied as usual.

  • Voluntarily Failing: Generally, you cannot choose to fail a saving throw. The only exceptions are when a specific ability or spell explicitly allows you to do so, such as the Calm Emotions spell in D&D 5th Edition.

  • Death Saving Throws: When a character is reduced to 0 hit points, they must make death saving throws at the start of each of their turns. These are specialized saving throws with unique rules. Rolling a 1 on a death saving throw counts as two failures, while rolling a 20 results in the character regaining 1 hit point. A success is rolling a 10 or higher.

  • Advantage and Disadvantage: Having advantage means rolling two d20s and taking the higher result, while disadvantage means rolling two d20s and taking the lower result. These conditions apply to saving throws, potentially increasing or decreasing the likelihood of failure. Attack rolls and Dexterity saving throws made by a restrained creature have disadvantage.

The Importance of Context

Ultimately, determining whether a saving throw is a failure depends on the specific rules of the TTRPG being played and the context of the situation. Always refer to the game’s rulebook and the description of the effect triggering the saving throw for clarification.

Frequently Asked Questions (FAQs)

Here are some common questions regarding failed saving throws, along with their answers:

1. Does a natural 1 automatically fail a saving throw in D&D 5e?

No, a natural 1 does not automatically fail a saving throw in D&D 5e (except for death saving throws, where it counts as two failures). You still add your relevant ability modifier and proficiency bonus (if applicable) to the 1, and the total must be compared to the DC.

2. Can I choose to fail a saving throw?

Generally, no. Unless a specific spell or ability explicitly states that you can voluntarily fail a saving throw, you must attempt it. Calm Emotions is a notable exception.

3. What happens if I fail a saving throw against a spell?

The effects of failing a saving throw against a spell depend on the spell’s description. It could involve taking damage, becoming charmed, being restrained, or suffering any number of other negative conditions.

4. How do death saving throws work?

When you’re at 0 hit points, you make a death saving throw at the start of each of your turns. Roll a d20. On a 10 or higher, you succeed. On a 9 or lower, you fail. Three successes stabilize you, while three failures result in death. A natural 1 counts as two failures, and a natural 20 restores 1 hit point.

5. Do modifiers apply to death saving throws?

Yes, bane and bless can affect death saving throws.

6. What is a saving throw proficiency?

A saving throw proficiency means you add your proficiency bonus to saving throws made using that specific ability score. Classes often grant proficiency in certain saving throws.

7. What happens if I have advantage or disadvantage on a saving throw?

With advantage, you roll two d20s and take the higher result. With disadvantage, you roll two d20s and take the lower result. This increases or decreases your chances of success or failure, respectively.

8. Does a natural 20 automatically succeed on a saving throw in D&D 5e?

No, a natural 20 does not automatically succeed on a saving throw in D&D 5e. You still add your relevant modifiers to the 20, and the total must meet or exceed the DC.

9. What is the most common type of saving throw?

Constitution, Dexterity, and Wisdom saving throws tend to be the most common, as many spells and abilities target these abilities. Intelligence, Charisma, and Strength saves are less frequent.

10. Do saving throws count as attacks?

No, saving throws are distinct from attack rolls and ability checks. They are governed by different rules and affected by different modifiers. The three main types of d20 roll are ability checks, attack rolls, and saving throws.

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

An ability check is typically used when a player actively attempts to perform a task, while a saving throw is used when a character is trying to resist a negative effect.

12. How do I calculate my saving throw bonus?

Your saving throw bonus is calculated as 1d20 + the ability modifier + your proficiency bonus (if you are proficient in that save). Your ability modifier is +1 for every 2 ability points above 10, and goes into the negatives in the exact same way.

13. Does the Ring of Protection work on death saving throws?

Yes, the Ring of Protection grants a +1 bonus to all saving throws, including death saving throws, as it does not exclude them.

14. What happens if the saving throw fails by 5 or more?

Some effects specify additional consequences if the saving throw fails by a certain margin. For example, a failed saving throw by 5 or more might cause a creature to fall unconscious for a duration. The specifics are detailed in the effect’s description.

15. Can I get disadvantage on all types of saving throws?

No, disadvantage is generally tied to specific conditions. Attack rolls and Dexterity saving throws made by a restrained creature have disadvantage. Other conditions can similarly impose disadvantage on specific saving throws.

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