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General Tabletop Discussion
*Pathfinder & Starfinder
Taking Actions to make Saving Throws, or: Reality vs. RAW
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<blockquote data-quote="Ferghis" data-source="post: 5985316" data-attributes="member: 40483"><p>If you really want to stick with this, you could say that the bolt had twisted a bunch of fabric around it, and that the fabric was still all twisted up in the bolt, even though the bolt was no longer embedded in anything. </p><p></p><p>If a player tells you it would normally take very little to unravel that kind of issue, explain that their character is in the middle of combat, and most of their focus is dedicated to not having their body strewn across the landscape. HP only help your character as long as you are actively engaged in combat. If the players don't understand, ask them to pull the back of their shirt over their head, and them make them hold something in each hand (such as a sword and a shield, or anything at all, really). Now ask them to take care of the shirt while not being hit by others.</p><p></p><p>A successful standard action Heal check can grant a saving throw. Based on that alone, it seems reasonable to grant a saving throw for any other successful standard action relevant skill check. Athletics or acrobatics would work well here. In no way would this break the game, as long as the skills were relevant to the fluff of the effect. Standard actions are very valuable in 4e. Spending one on something should (at least potentially) get you a nice results.</p><p></p><p>The DC for making a heal check to grant someone ELSE a save is 15. I would make the DC of making a random skill check to help yourself around 20. Perhaps use 10+enemy level as a broad guideline. But that maybe just me.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 5985316, member: 40483"] If you really want to stick with this, you could say that the bolt had twisted a bunch of fabric around it, and that the fabric was still all twisted up in the bolt, even though the bolt was no longer embedded in anything. If a player tells you it would normally take very little to unravel that kind of issue, explain that their character is in the middle of combat, and most of their focus is dedicated to not having their body strewn across the landscape. HP only help your character as long as you are actively engaged in combat. If the players don't understand, ask them to pull the back of their shirt over their head, and them make them hold something in each hand (such as a sword and a shield, or anything at all, really). Now ask them to take care of the shirt while not being hit by others. A successful standard action Heal check can grant a saving throw. Based on that alone, it seems reasonable to grant a saving throw for any other successful standard action relevant skill check. Athletics or acrobatics would work well here. In no way would this break the game, as long as the skills were relevant to the fluff of the effect. Standard actions are very valuable in 4e. Spending one on something should (at least potentially) get you a nice results. The DC for making a heal check to grant someone ELSE a save is 15. I would make the DC of making a random skill check to help yourself around 20. Perhaps use 10+enemy level as a broad guideline. But that maybe just me. [/QUOTE]
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Taking Actions to make Saving Throws, or: Reality vs. RAW
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