2.2.0 Saving Throws

Saving throws are rolled to resist some unusual danger or chance hazard. To make a saving throw, a person rolls 1d20 and tries to get equal or higher than their saving throw target. Sometimes a save might have bonuses or penalties applied to the roll, but a natural roll of 1 on the die always fails the save, and a natural roll of 20 is always a success.

There are four types of saving throws. Usually it will be obvious which type is most appropriate for a threat, but the GM can decide in marginal situations.

Physical saves resist exhaustion, poisons, diseases, or other bodily afflictions. A PC’s Physical saving throw target is equal to 16 minus their character level and the highest of their Strength or Constitution modifiers.

Evasion saves apply when dodging explosions, avoiding traps, reacting to sudden peril, or other occasions where speed is of the essence. A PC’s Evasion saving throw target is equal to 16 minus their character level and the highest of their Dexterity or Intelligence modifiers.

Mental saves apply when resisting mental attacks, insubstantial magic spells, psychological trauma, and other mental hazards. A PC’s Mental saving throw target is equal to 16 minus their character level and the highest of their Wisdom or Charisma modifiers.

Luck saves are used when only blind chance can save a PC, regardless of their native abilities. A PC’s Luck saving throw target is equal to 16 minus their character level, unmodified by their attributes.

2.2.1 NPC Saving Throws

NPCs have a single saving throw target equal to 15 minus half their rounded-down hit dice. Thus, an NPC with 3 HD would have a saving throw target of 14+ for any particular hazard. The GM may modify this in special circumstances, but it’s usually not worth tracking more closely.