Saving Throw
Saving Throw
Also known as: save, resistance roll
Definition
A roll made to resist or avoid harmful effects like spells, traps, poison, or environmental hazards. Success typically reduces or negates the effect.
How it works in different systems
D&D 5e: Six saves matching abilities (STR, DEX, CON, INT, WIS, CHA). Proficiency in 2 based on class.
Call of Cthulhu 7e: No saving throws - use opposed rolls or characteristics (POW, CON, etc.).
Vampire V5: Resistance = Stamina + Resolve, Composure + Awareness, etc. as dice pools.
Pathfinder 2e: Three saves: Fortitude, Reflex, Will. Four degrees of success.
Example
“The wizard casts Fireball! Everyone in the blast makes a DEX save against DC 15. You roll 12+3=15 - just made it! You take half damage.”
Common Mistakes
- Not knowing which save to use (usually the spell/effect tells you)
- Forgetting proficiency bonus on saves you're proficient in
- Assuming you can choose to fail (usually yes, but some effects don't allow it)