Save vs continuous damage/gluepot

I'm running KotS on Saturday, and before then I hope to get a few rules clarified.

If a kobold slinger hits someone with a gluepot, they are immobilized until they save. Which save, and against what? I assume against the attack bonus.

If someone is hit by continuous damage, they often take damage until they save. Again, against what?
 

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I don't think saves are "against anything" in 4E. I get the impression it's just 10 or higher on a d20, and the victim gets to make one save per round.
 

Saves are made at the end of your turn (see the order of turn in the rules) saves are at a straight 10 for all circumstances unless otherwise stated. (50% chance.)

NINJA!
 

Others have answered your question, but to clarify, what you're thinking of as "saves" in 3E terms are now "Defenses." You don't roll a Fortitude save any more, an attack targets your Fortitude defense, just like a regular melee attack targets your AC.

A "saving throw" in 4E means one thing: roll 1d20. If the result is 9 or less, the save fails, if it's 10 or more, it succeeds. Sometimes you get a bonus on this roll (e.g. a dwarf's +5 on saves vs. poison), but usually it's unmodified. Saving throws should really be thought of as 4E's way of managing the duration of an effect, not so much as a "did you avoid being affected" roll like in previous editions.

Also, Family, it's a 55% chance of success. ;)
 

In addition, it is possible get a bonus to some or all saving throws. For example, a human character with the racial feat Human Perseverance gets a +1 bonus to all saves. A paladin's Divine Mettle ability also grants a save at a bonus (+3 for the D&D XP sample paladin), and a dwarf's Cast Iron Stomach grants a +5 to saving throws against poison.
 

Family said:
Saves are made at the end of your turn (see the order of turn in the rules) saves are at a straight 10 for all circumstances unless otherwise stated. (50% chance.)

NINJA!
It's a 10 or higher, making it a 55% chance.

Edit: Beaten to the punch.
 


(Psi)SeveredHead said:
I'm running KotS on Saturday, and before then I hope to get a few rules clarified.

If a kobold slinger hits someone with a gluepot, they are immobilized until they save. Which save, and against what? I assume against the attack bonus.

If someone is hit by continuous damage, they often take damage until they save. Again, against what?
Hehe, this confused me for a bit too.

Ok, repeat after me, "Fort, Ref & Will are no longer saving throws!"

A saving throw is now a completely separate entity. You roll one saving throw at the end of your turn for each effect. If you roll 10 or higher, you save and end the effect. Some monsters or effects can alter this roll, like kenders halflings who have a +5 vs. fear. So whatever they roll, add 5 to it.
 


Kzach said:
If you roll 10 or higher, you save and end the effect. Some monsters or effects can alter this roll, like kenders halflings who have a +5 vs. fear. So whatever they roll, add 5 to it.

I wonder how this will work at higher levels. Surely as PCs go up in level they will be able to accumulate feats and spell effects and items and abilities that give them save bonuses. If success is a flat 10+ regardless of the effect's source, it would seem likely that at higher levels PCs failing their saves will be a distinct rarity, and ongoing effects will normally only last until the first save.

Of course, some monsters/spells may have the ability to penalise saves I guess. We shall see.
 

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