Im going to sound like an idiot

Yeah, but as a human, I can end that ongoing 5 damage with a 9 or better.

In the past, some people have suggested that only a natural 20 on a death saving throw triggers a healing surge, analogous to the way that only a natural 20 on an attack roll constitutes a crit. That is why I made a special note of it, and (I suspect) why DracoSuave is backing me up about it being especially worthy of note.

But if it will make you happy (we aim to please at ENWorld, even us lowly Hobgoblins) bonuses to saving throws apply to all saving throws unless the source of the bonus specifically says otherwise. This includes:

- death saving throws
- save vs. conditions, e.g. stun, dominate, fear, ennui
- save vs. ongoing damage
- save vs. being pulled/pushed/slid into a dangerous square
- save vs. being knocked prone (if a dwarf)
- and probably others that I cannot think of right now

If someone cares to expand the list of things one can save against and to which bonuses can apply, please do so. Alternatively, has someone already created such a list to which one might easily link?
 

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I think it would be easier to list exceptions. Perhaps that's what's throwing people off: they're thinking about saving throw bonuses backwards. It's not like other rolls where one must be concerned with the "natural" result. Bonuses are bonuses, and results are results... no need to concern yourself with the natural roll aside from how it affects the result.

EDIT: Although, I may have missed your point... Did you mean to gather a list of saving throw situations which can be enhanced by a specific bonus? (i.e.: feat A gives a bonus to death saving throws only, so add death saving throws to the list)
 

One interesting mechanic is the Warforged one, which lets you take either the result or '10'.. which means a Warforged will usually never bleed out.

The question is, though: the wording is this:
"when you make a death saving throw, you can take the better result of your die roll or 10."

Since it's talking about the result, if you have a saving throw penalty, then you still can take a ten instead of that penalty, correct? So a warforged can never fail a death saving throw, even if somehow he's given a -20 penalty.
 

I think it would be easier to list exceptions. Perhaps that's what's throwing people off: they're thinking about saving throw bonuses backwards. It's not like other rolls where one must be concerned with the "natural" result. Bonuses are bonuses, and results are results... no need to concern yourself with the natural roll aside from how it affects the result.

EDIT: Although, I may have missed your point... Did you mean to gather a list of saving throw situations which can be enhanced by a specific bonus? (i.e.: feat A gives a bonus to death saving throws only, so add death saving throws to the list)

You didn't miss my point. I just didn't want to state categorically that there were no saving throws for which bonuses did not apply, because 4e has so many odd corner cases. But yes, really, what I was suggesting was a list of all things that utilized the saving throw mechanic.
 

I was in agreement folks, if I gave the wrong impression of that :)

For the warforged thing, I think they mean that you can choose to roll a d20 or take 10 on the die roll, at least that is how I interpret that. I will defer to the rules lawyers, I do what seems right at the table, even if it isn't by the RAW.
 

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