Dungeons & Dragons burst onto the scene in 1974 and introduced us to fantasy gaming that took place in the “theatre of the mind”. Players control characters and decide what action they take while a Dungeon Master runs the game, enforces the rules, and decides on behalf of the dungeon’s denizens.
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With the outcome determined upon a die roll, there is no guarantee that an action succeeds, and during a game, you and your party will make hundreds of these, with the direction the game takes depending upon the results. Your survival will often be held in the palm of your hands.
A saving throw, or save, is made as a last-ditch effort by your character to avoid something bad happening, by rolling a D20 and adding the appropriate ability-based modifier. They are not voluntary, and they will be in direct response to an action you or an opponent makes. The DM will tell you when to make and the type of saving throw you need to make, and additional modifiers can affect the final tallied value, as set by the DM, affecting the result positively or negatively.
Each class has a minimum of two types of saving throw and is based on a character’s class. Characters with a leaning towards magic will have Wisdom as one of their choices, while combat focussed roles will have Strength.
The following table gives the standard saving throws per class:
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When a saving throw is needed, the GM will direct you to make a ‘save’. Take a D20 and roll the dice. Take the result and add the saving modifier for your character. This is the value used to see if your save is successful Your save
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