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<blockquote data-quote="HephaistosFnord" data-source="post: 9309220" data-attributes="member: 7045283"><p>Super appreciate this feedback! Lemme see if I can make it clear here, which will help me rewrite what I need to rewrite:</p><p></p><p>- Certain skills are used to make saving throws. The saving throws themselves are named, so that I don't have to keep repeating "unless you make an Acrobatics saving throw to halve the damage"... instead I can just say "unless you dodge".</p><p></p><p>The saving throw skills, and their associated saving throw names, are:</p><p></p><p>Attack Proficiency -> Parry</p><p>Acrobatics -> Dodge</p><p>Athletics -> Brace, Keep Bracing</p><p>Endurance - Resist, Shrug it Off, Cling to Life</p><p>Insight -> Snap Out of It</p><p>Investigation -> Disbelieve</p><p>Presence -> Deny</p><p></p><p>One inconsistency is that sometimes Insight saving throws are still called "Deny" instead of "Snap Out Of It".</p><p></p><p>Each of these saving throws has specific rules. For example:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Dodge </strong>always uses your reaction. When you Dodge an <strong>area effect</strong>, you still take half damage if you can't leave the area before it "goes off".</li> <li data-xf-list-type="ul"><strong>Parry </strong>always uses your reaction, and only works vs attack rolls.</li> <li data-xf-list-type="ul">The <strong>Evade </strong>action lets you get your reaction back after you successfully dodge; the <strong>Guard </strong>action lets you get your reaction back after you successfully parry.</li> <li data-xf-list-type="ul"><strong>Brace </strong>uses your reaction, but lets you Keep Bracing until your next turn unless something moves you or knocks you prone.</li> <li data-xf-list-type="ul"><strong>Resist </strong>happens when an effect first hits you, and doesn't take any action.</li> <li data-xf-list-type="ul"><strong>Shrug it Off </strong>happens at the start of your round, if you're taking ongoing damage or have some other debilitating effect.</li> <li data-xf-list-type="ul"><strong>Cling to Life </strong>happens automatically whenever you start your turn at zero hit points.</li> <li data-xf-list-type="ul"><strong>Snap Out Of It </strong>happens at the end of your round, when you have some mental effect (charm, fear, etc) that you can try and snap out of</li> <li data-xf-list-type="ul"><strong>Disbelieve </strong>require your full action to realize something isn't right about an illusion effect</li> <li data-xf-list-type="ul"><strong>Deny </strong>happens immediately whenever a mental effect (charm, fear, etc) first hits you.</li> </ul></blockquote><p></p>
[QUOTE="HephaistosFnord, post: 9309220, member: 7045283"] Super appreciate this feedback! Lemme see if I can make it clear here, which will help me rewrite what I need to rewrite: - Certain skills are used to make saving throws. The saving throws themselves are named, so that I don't have to keep repeating "unless you make an Acrobatics saving throw to halve the damage"... instead I can just say "unless you dodge". The saving throw skills, and their associated saving throw names, are: Attack Proficiency -> Parry Acrobatics -> Dodge Athletics -> Brace, Keep Bracing Endurance - Resist, Shrug it Off, Cling to Life Insight -> Snap Out of It Investigation -> Disbelieve Presence -> Deny One inconsistency is that sometimes Insight saving throws are still called "Deny" instead of "Snap Out Of It". Each of these saving throws has specific rules. For example: [LIST] [*][B]Dodge [/B]always uses your reaction. When you Dodge an [B]area effect[/B], you still take half damage if you can't leave the area before it "goes off". [*][B]Parry [/B]always uses your reaction, and only works vs attack rolls. [*]The [B]Evade [/B]action lets you get your reaction back after you successfully dodge; the [B]Guard [/B]action lets you get your reaction back after you successfully parry. [*][B]Brace [/B]uses your reaction, but lets you Keep Bracing until your next turn unless something moves you or knocks you prone. [*][B]Resist [/B]happens when an effect first hits you, and doesn't take any action. [*][B]Shrug it Off [/B]happens at the start of your round, if you're taking ongoing damage or have some other debilitating effect. [*][B]Cling to Life [/B]happens automatically whenever you start your turn at zero hit points. [*][B]Snap Out Of It [/B]happens at the end of your round, when you have some mental effect (charm, fear, etc) that you can try and snap out of [*][B]Disbelieve [/B]require your full action to realize something isn't right about an illusion effect [*][B]Deny [/B]happens immediately whenever a mental effect (charm, fear, etc) first hits you. [/LIST] [/QUOTE]
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