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NWN: Saving Throws

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The term 'Saving Throw' harkens back to the earliest D&D rules where a character is required to 'throw' the dice down (roll) in order to 'save' them from a bad situation. There are three types of saving throws in 3rd Edition D&D:

Reflex: When you need to react to something very quickly to avoid damage or perform some desperate action such as dodging a fireball, avoiding a spike trap, catching a party member that has slipped off the ledge and so on.

Will: Resisting mental attacks, magical effects or anything requires willpower such as Charm, illusions, domination spells and so on.

Fortitude: Standing up to attacks to your vitality, health, or anything that attacks your constitution such poison, disease, energy drain or paralysis for example.

For example Jinn, the 4th Level Rogue, notices- at the last second- an assassin has pushed a large stone statue off a building in hopes of crushing our hero. He needs to make a saving throw- or specifically a Reflex saving throw- in order to avoid being struck by the statue. Jinn rolls his dice and success in making his Reflex saving throw and jumps clear of the statue as it crashes to the ground.


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