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Im going to sound like an idiot


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fba827

Adventurer
At the end of your turn, if you are under an effect that is a save ends effect, you roll 1d20.

If the result is 10 or higher, you have saved and the effect is over. If you roll 9 or lower, you did not save and the effect continues.

Some powers or abilities give you a bonus save, some powers give you a bonus to your save (so instead of just 1d20, it's 1d20+something).

But the bottom line general rule is: Roll 1d20. 10 or higher and you save.
 

nightwyrm

First Post
Very, very importantly, it's not analagous to the saving throw mechanics of previous editions. It's a duration mechanic in 4e. Instead of rolling a d6 to see how many rounds a condition last and having to keep track of how much time has passed, you roll a d20 at the end of each round to see if a condition has ended.
 

Ugghe

First Post
It may be worth noting that some times a saving throw is used to negate an effect. Dwarven Racial Trait; Stand Your Ground grants a "saving throw" to not fall prone. This throw is the same 10 or higher to succeed.

I've used a similar style to give monsters nastier effects (I often give many huge monsters melée attacks "x damage and target falls prone(immediate saving throw to negate this)"
 

Mesh Hong

First Post
Welcome to EnWorld.

It is also worth pointing out that some effects have the rider "on first failed save", these additional effects only activate on the saving throw made at the end of your turn not from any additional saving throws that may be granted by powers or an allies heal check.

example:

.....on hit target is slowed (save ends), first failed save target is instead immobilised (save ends), second failed save target is unconscious (save ends)

If a target subject to this was granted a saving throw from (say) Shake it Off (Warlord level 2 utility power - target makes a saving throw with a bonus equal to the warlords charisma bonus) and failed the saving throw then they would still be slowed.

If the same PC then at the end of their turn failed the saving throw verses the effect then they would be immobilised instead of slowed.

----

Some effects also have aftereffects, these happen immediately whenever the target succeeds in making the saving throw.

example:

....on hit target is immobilised (save ends) aftereffect target is slowed (save ends)

In this case whenever the target succeeds in their saving throw they are no longer immobilised but are slowed (save ends) instead. If this is from a saving throw made at the end of the targets turn then they do not get to make a saving throw against the new effect until the end of their next turn.

I hope this helps.
 

Prestidigitalis

First Post
Note that bonuses to saving throws can have surprising effects. For example, a human with the Human Perseverence feat (PHB, heroic tier) who rolls a 19 on a death saving throw can spend a surge to recover, whereas any other character needs a 20 to do the same.
 

mmaranda

First Post
Also while unconcious 0 hp or below, the PC still sufferes from ongoing affects adn can attempt to save against them. As well as the saving throw vs death, which must be made each round at 0hp or bellow

and as somebody already pointed out If a 20+ is rolled on the save vs death they can spend a healing surge to get back up.
 

Festivus

First Post
Note that bonuses to saving throws can have surprising effects. For example, a human with the Human Perseverence feat (PHB, heroic tier) who rolls a 19 on a death saving throw can spend a surge to recover, whereas any other character needs a 20 to do the same.

It's not just death saving throws... it's ALL saving throws. That's a pretty good incentive in my opinion.
 



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