Declining Saving Throw - can you wait to decide until after the damage roll?


Rules Questions

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Claxon wrote:
When you come up with a way to differentiate between the fireball of a 5th level wizard and a 10th level wizard (and who is probably using metamagic) get back to me. Until then it's just a fireball, and you have no idea how much damage it does. It's magic.

When I see one in real life, I'll let you know.

Quote:
Just like you can't gauge how hard the barbarian is swinging his sword and whether or not he is using power attack, you have no idea how much damage he's about to do or how much damage the wizards fireball does.

Policemen are trained to gauge the speed of cars by eye within 5 mph. Baseball announcers routinely talk about batters "swinging for the fences".

In real life, I can't tell you much damage a barbarian does after he hits me. But I would know intuitively. And if I had been in many battles, I'm sure I could tell you whether any particular swing might have killed a man. And yeah, without question, I would rule you can tell when someone is using Power Attack. The abandonment of accuracy for power would be as clear to another fighter as it is for baseball player to see when a batter is swinging for power.

Same principle applies to a boulder flying at you or a fire explosion coming at me. If the game says I can react (apply my Dex mod), then by definition, I've perceived something about that which I'm reacting to.

Quote:
You simply don't know. The onus of proof is on you. When you have some sort of actual proof I'll be willing to listen. Until that time.

I don't need to prove anything. The character can perceive the threat and that is all the basis I need to allow the player to know the damage before making the save. You may not agree, but you can't prove that such a thing is not possible or in violation of the rules. The matter is open for interpretation unless the rules state the sequence that a saving throw must be made. You think it's cheesy? Your entitled to your opinion. It makes the game more plausible, imo.


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I would toss this to metagaming

The actual damage done is something calculated and tracked outside of game...using that knowledge IN game is disingenious to the game itself

I have played with many that metagame and it is not my cup of tea and not fun me at all

I may know that skeletons have DR 5/ bludgeoning but my character may not...so for me to decide to use my normal mace over my sword that I ALWAYS use is metagaming

I don't see a difference between that and waiting for a damage roll to decide my save...if my character actually sees a fireball go off and decides not to react (save) then he's not my character anymore...he's stupid and probably deserves the damage he's about to recieve

Digital Products Assistant

Removed a few posts/replies. Let's dial back the grar and hostility here please.


Chris Lambertz wrote:
Removed a few posts/replies. Let's dial back the grar and hostility here please.

The post you removed of mine was neither grar nor hostility on my part, but making light of the debate. It was in good humor and I took Rynjin's response to it without offense. By removing those posts, it returns the discussion to a level of tension that those posts had intended to defuse.


Drakkiel wrote:
I may know that skeletons have DR 5/ bludgeoning but my character may not...so for me to decide to use my normal mace over my sword that I ALWAYS use is metagaming.

Believing that your character couldn't see and feel the difference between a weapon doing full damage and one that was being less effective than it normally was is implausible.

I've played with GMs who have no concept of intuitive knowledge and isn't fun nor immersive. My character isn't my character, it's some set of numbers which lack any sensory perception and ability to understand the world around them.

Stupification (yes, I made that word up) of characters through cries of "meta-gaming" is rampant by GMs.


NN959 wrote:

1. You absolutely can asses a threat as you seek to avoid it. Happens in sports ALL THE TIME. Running bacs are instantly evaluating decisions on whether to cut back, run through someone, run past them, or spin. More importantly, these reactions can be fine-tuned and trained.

2. You have no clue about how quickly someone's brain can assess something compared to the reflex save they are making in any given circumstance. I'll clue you in...according to a website source, it's 215 millisecond. Now, please tell me how long it takes a fireball to move from Point A to Point B?

Actually... NN959 that is simply the time the brain takes to recognize the threat. From there the brain then has to make a decision on whether to react to the threat, then the brain has to determine how to react, and finally the brain has to send the trigger to react.

In all, the average amount of time it takes for a normal human to recognize, decide, and react to a given threat/stimuli is approximately 2-3 seconds. For a trained individual, which we can assume an adventurer would be, the time drops to 1-2 seconds.

This website is an excellent study of reactions vs. actions. It is a L.E. study relating to reacting to the decision making process of when to use deadly force; however, I feel it relates well to this discussion.


Drakkiel wrote:
I don't see a difference between that and waiting for a damage roll to decide my save...if my character actually sees a fireball go off and decides not to react (save) then he's not my character anymore...he's stupid and probably deserves the damage he's about to recieve

Totally agree on your metagaming point. Even if the rules question is ultimately that it's possible to gauge the damage before taking the save (and i'm pretty convinced its not possible, on balance), I'm pretty sure my character (CG gnome sorcerer) wouldn't think it through enough to warn his allies at all. He'd know it was a slim chance of overflowing, would do the quick math to make sure that it wouldn't be fatal to any of his friends in the off chance it goes high, and then blast away.

Like you said, it would be really hard in real life for the affected characters not to instinctively save, even if you knew in advance what the plan was. The chances of causing serious damage to your friends in my original scenario is slim enough that I think my character would probably risk it for the sake of the joke.


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Don't feed the Troll!!!!!

Scarab Sages

At this point this is no longer a rules question. It's just a repeat of a debate on whether a character realistically has time to react in the game.

Home games, rule it however you want. PFS wise, most GMs will likely say you need to make the save first, but it's up to the individual GM.


N N 959 wrote:


2. It is standard practice for the GM to resolve attack and damage before creature is required to make a saving throw.

Perhaps for you but not for most people.

N N 959 wrote:


3. Does anyone make a monk choose which arrow to deflect before the damage is rolled?

Yes, absolutley. In fact he chooses it before he knows if another arrow will hit.


Faelyn wrote:
[This website is an excellent study of reactions vs. actions. It is a L.E. study relating to reacting to the decision making process of when to use deadly force; however, I feel it relates well to this discussion.

Interesting read. Since everything that requires a Reflex saves has already been decided by the authors, real world data is largely irrelevant. All that matters is people assess threats before reacting and the article says they can and do.

In any event, thanks for the article.


Karui Kage wrote:
At this point this is no longer a rules question.

Agreed. The rules don't mandate one method over another.


Southeast Jerome wrote:
I'm pretty sure my character (CG gnome sorcerer) wouldn't think it through enough to warn his allies at all.

If you're not going to tell the characters what the plan is, the question is moot. Nobody is going to forgo the saving throw if they don't foresee a benefit in doing so.


N N 959 wrote:
Drakkiel wrote:
I may know that skeletons have DR 5/ bludgeoning but my character may not...so for me to decide to use my normal mace over my sword that I ALWAYS use is metagaming.

Believing that your character couldn't see and feel the difference between a weapon doing full damage and one that was being less effective than it normally was is implausible.

I've played with GMs who have no concept of intuitive knowledge and isn't fun nor immersive. My character isn't my character, it's some set of numbers which lack any sensory perception and ability to understand the world around them.

Stupification (yes, I made that word up) of characters through cries of "meta-gaming" is rampant by GMs.

damage in game is itself metagamed

if you are playing a barbarian with 24 STR and you hit an enemy 4 times and do 52 damage...then I come along with my sorcerer/EK with a STR of 16 hits the enemy once for 6 damage that kills him...how would you argue in character that you did more damage? if your character started spouting numbers of damage in game he would be called insane and locked up.

It has nothing to do with "stupification"...the point of knowledge checks for creatures is to see for your character knows such things...saying that your character "feels" the difference between the blade and the mace in damage is metagaming

this is no different than a player knowing that a certain monster has 135 hp to start...tracking it himself...and then trying some stupid move or using a low damage spell to kill it when he knows it's only got 4 hp left...your character has no clue unless he has a special ability or spell that allows him/her to gauge hp mechanically

if your GM allows these things then that's fine...I'm not arguing right or wrong...it is metagaming if it's outside knowledge the character doesn't know that the player does


ryric wrote:
Given that you can trick people into accepting harmful spells by lying to them, I'd say you have to make all save-related decisions before you know any results.

You actually cannot do that.


ryric wrote:
Also, there are effects that could be very deceptive in magnitude. Some dragons' breath weapon is steam. Steam is invisible. Also, steam can be anywhere from a couple hundred degrees to thousands. You better believe that there is a jump in danger level there, and absolutely no way to tell the difference visually.

Uh...

Steam is very visible. Very, very visible.

I've seen a steam line rupture, it filled the room with steam so quickly, it just went white.

It was thick and very warm all of a sudden, like walking into a cloud whilst also being in death valley. All that could be seen was the steam. Why? Because steam is visible.

Boil a pot of water... you can see steam rolling up from it into the air.

As for visually telling the difference of temperature in steam, you can do that too. Hotter steam simply expands into the air faster. The hotter it gets the more energy it holds. You'd be able to tell, given the rate the steam encompasses the immediate area.


Claxon wrote:

When you come up with a way to differentiate between the fireball of a 5th level wizard and a 10th level wizard (and who is probably using metamagic) get back to me. Until then it's just a fireball, and you have no idea how much damage it does. It's magic.

Just like you can't gauge how hard the barbarian is swinging his sword and whether or not he is using power attack, you have no idea how much damage he's about to do or how much damage the wizards fireball does.

You simply don't know. The onus of proof is on you. When you have some sort of actual proof I'll be willing to listen. Until that time....

By "you" are you referring to an actual person, or a character?

That is where this gets tricky. See, I'm not sure the whole choose to save or not thing specifically calls out whether it is a character decision or a player decision…. Nor does it call out if it is before or after random variables are determined. I think it is silent on that matter. But we can use some reasoning to figure it out.

The only clue we have to begin with is that "A creature can voluntarily forego a saving throw and willingly accept a spell's result."

So... the question we have to ask is this: What is the spell's result?

Is the spell's result 10d6, or is it the total of those dice after rolls, let’s say an average of 35 for this example. Is the result of the spell 10d6 damage, or is the result 35 damage?

I'm inclined to believe that the result is the totaled damage, in this case the 35 damage. So, if someone was to voluntarily forgo their save to willingly accept that result... they'd make that choice when they knew what the result was going to be. Otherwise the result isn't willingly accepted really, because they didn't even know what it was until they did... which is after the damage is totaled.

That is my gut instinct, anyway. The choice to forgo is when the result is known.

So, that gets us back to my objection to your post. Who do you mean by 'you'? The player or the character?

Because, the character might be totally unable to tell the difference between a 5d6 fireball and a 10d6 fireball, but a player can.

And, when we really get into it, how can a character ever really know the result of a spell? I mean, they might know the general idea, but does a character know the result of a fireball is exactly 35 damage? I doubt it. That sounds like player knowledge. Therefore it seems like the choice to forgo a save is in fact a metagame level option.

Believe it or not, this game is rather impossible to play without at least some metagame level decisions happening. And this seems like one of them, since to make the choice; you have to know the result of the spell, which a character cannot ever know. Clearly then it is the player who knows, and the player who willingly accepts to forgo the save for his character.

The character might be desperately trying to avoid the fireball, and yet is guaranteed to fail, because his player decided to forgo his save. Fate simply did not allow for the character to succeed. Try as that character might, it was an insurmountable challenge.

So, I think that this choice is a player choice, and he can make this choice when he knows what the exact result is going to be.


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Here, let me help everyone out.

Core Rule Book wrote:

The Spell's Result

Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.

If this isn't clear, then using the rules is not for you.

Sovereign Court

N N 959 wrote:


2. It is standard practice for the GM to resolve attack and damage before creature is required to make a saving throw.

The standard practice I have seen is to ask for saves, then explain the results.

Sovereign Court

Remy Balster wrote:
ryric wrote:
Given that you can trick people into accepting harmful spells by lying to them, I'd say you have to make all save-related decisions before you know any results.
You actually cannot do that.

Actually you can.


Remy Balster wrote:
Claxon wrote:

When you come up with a way to differentiate between the fireball of a 5th level wizard and a 10th level wizard (and who is probably using metamagic) get back to me. Until then it's just a fireball, and you have no idea how much damage it does. It's magic.

Just like you can't gauge how hard the barbarian is swinging his sword and whether or not he is using power attack, you have no idea how much damage he's about to do or how much damage the wizards fireball does.

You simply don't know. The onus of proof is on you. When you have some sort of actual proof I'll be willing to listen. Until that time....

By "you" are you referring to an actual person, or a character?

The character.

In any event, Simon Legrande's post proves conclusively that the save must occur before the spell is resolved, meaning you cannot choose to see the result and choose whether or not to save based on the resolution of the spell.

Shadow Lodge

Simon Legrande wrote:

Here, let me help everyone out.

Core Rule Book wrote:

The Spell's Result

Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.

If this isn't clear, then using the rules is not for you.

Wow, nice find.

I think that is /thread there. Pretty cut and dry order of actions.


Simon Legrande wrote:

Here, let me help everyone out.

Core Rule Book wrote:

The Spell's Result

Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.

If this isn't clear, then using the rules is not for you.
Claxon wrote:
In any event, Simon Legrande's post proves conclusively that the save must occur before the spell is resolved, meaning you cannot choose to see the result and choose whether or not to save based on the resolution of the spell.

But it doesn't tell us whether you know how much damage the spell would do or not. The save of course has to come before the results are applied... but that isn't and hasn't been the question...

The question is do you save before the results are determined?

A question without an answer still.


Claxon wrote:
Remy Balster wrote:
Claxon wrote:

When you come up with a way to differentiate between the fireball of a 5th level wizard and a 10th level wizard (and who is probably using metamagic) get back to me. Until then it's just a fireball, and you have no idea how much damage it does. It's magic.

Just like you can't gauge how hard the barbarian is swinging his sword and whether or not he is using power attack, you have no idea how much damage he's about to do or how much damage the wizards fireball does.

You simply don't know. The onus of proof is on you. When you have some sort of actual proof I'll be willing to listen. Until that time....

By "you" are you referring to an actual person, or a character?

The character.

How is my character going to get in touch with you?


Common sense should have ended this last page. Unless you're allowing it from just a gameist-mechanics angle to give the PCs a gimmie, obviously the PCs in-character can't retroactively decide "oh noez too much HP hurtz!" and attempt to get out of the way.


MattR1986 wrote:
Common sense should have ended this last page. Unless you're allowing it from just a gameist-mechanics angle to give the PCs a gimmie, obviously the PCs in-character can't retroactively decide "oh noez too much HP hurtz!" and attempt to get out of the way.

Is taking a save or declining a save a player choice or a character choice? Does a character even know what a save is?

I'm reasonable sure that taking or declining a save is a player choice.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

The Improved Iron Will, Lightning Reflexes and Great Fortitude feats all give evidence that the saving throw roll is before the results are revealed.
They all require that "You must decide to use this ability before the results are revealed." in relation to their ability to reroll the save. As a reroll necessarily requires a roll, this gives evidence that the roll is supposed to happen before the damage are revealed as the damage is "the result". Of coruse, given the way people can torture English and logic to get their desired result, I do not expect this to be the end of the matter.


Paul Watson wrote:

The Improved Iron Will, Lightning Reflexes and Great Fortitude feats all give evidence that the saving throw roll is before the results are revealed.

They all require that "You must decide to use this ability before the results are revealed." in relation to their ability to reroll the save. As a reroll necessarily requires a roll, this gives evidence that the roll is supposed to happen before the damage are revealed as the damage is "the result". Of coruse, given the way people can torture English and logic to get their desired result, I do not expect this to be the end of the matter.

They require you to use them before the result of the saving throw is revealed. Ie, whether it was a successful save or not. That isn't relevant.

The 'result' in question for these abilities is the saving throw itself, not the effect of what is being saved against.


What it basically comes down to with saving throws is this:
"Oh !&(* a fireball is about to blow! Do you:
>Stand there like a man/idiot/fire-elemental. No save for you, but maybe you didn't need one

>GET THE $%^& OUT! You said this is an empty brick ro... uh I look for rubble? A table? I mean empty just meant of people right? Not even a tab~ YES! I HIDE BEHIND TIM! Uh, is a twelve enough?

>Fireball? I have improved evasion, what do I care that I'm in an empty 10x10 room, I temporarily teleport out of existence exactly where I'm standing, let it ineffectively do its nothingness, reappear, without ever having disappeared or even moved an inch. If I wanted to get pink misted by multiple reflected shockwaves or a massive pressure increase from these conditions we'd be running against Renraku, not this mage tower.

>Oh screw you dave, you know 5d6 averages more than my entire max HP, we're still bloody level 1. There. I'm dead. DEAD. You can take your damn campaign and shove it up yo~"

Well I guess with the right chronomantic spells you might be able to decide after the fact, but you don't usually get your saving throw if you didn't try to do something about the damage incoming.

Perhaps an interesting thing to research as enchantments.


Maybe it is because I have GMd plenty, but it seems perfectly in line with the game to have a player decline a save, and yet have their character desperately trying to resist an effect.

As a player, I have declined a save vs a fireball before, and not for any particular min/max reasons, but because I wanted it to kill my character. Don't get me wrong, I wanted my character alive... but he was going to die that day, one way or another, and death by fireball seemed like the better way to go than the vampire sorcerer's energy drain. >.<

The character himself, I described, was so desperately trying to fly away that all of his attention was on the quickest escape route, and that he didn't even see the bead flying in, and with a look of shock and horror, a realization of his mistake, the flames engulfed him.

So, I as a player declined the saving throw, my character was doing everything he could to escape the danger... he just didn't though.

Is this duality too foreign for many people?


Remy Balster wrote:


Maybe it is because I have GMd plenty, but it seems perfectly in line with the game to have a player decline a save, and yet have their character desperately trying to resist an effect.

As a player, I have declined a save vs a fireball before, and not for any particular min/max reasons, but because I wanted it to kill my character. Don't get me wrong, I wanted my character alive... but he was going to die that day, one way or another, and death by fireball seemed like the better way to go than the vampire sorcerer's energy drain. >.<

The character himself, I described, was so desperately trying to fly away that all of his attention was on the quickest escape route, and that he didn't even see the bead flying in, and with a look of shock and horror, a realization of his mistake, the flames engulfed him.

So, I as a player declined the saving throw, my character was doing everything he could to escape the danger... he just didn't though.

Is this duality too foreign for many people?

Nobody said you weren't allowed to house rule it however you like. This is a rules question, the rules are clear on the order of operations.

Sovereign Court RPG Superstar 2011 Top 32

Remy Balster wrote:


Uh...

Steam is very visible. Very, very visible.

I've seen a steam line rupture, it filled the room with steam so quickly, it just went white.

It was thick and very warm all of a sudden, like walking into a cloud whilst also being in death valley. All that could be seen was the steam. Why? Because steam is visible.

Boil a pot of water... you can see steam rolling up from it into the air.

As for visually telling the difference of temperature in steam, you can do that too. Hotter steam simply expands into the air faster. The hotter it gets the more energy it holds. You'd be able to tell, given the rate the steam encompasses the immediate area.

Science pedant:

Spoiler:
The steam itself is still invisible. The white mist you see is actually water droplets condensed out of the steam in the cooler surrounding air, not the actual steam. You don't see the steam itself any more than you can see carbon dioxide in the air.


OilHorse wrote:
Remy Balster wrote:
ryric wrote:
Given that you can trick people into accepting harmful spells by lying to them, I'd say you have to make all save-related decisions before you know any results.
You actually cannot do that.
Actually you can.

No... you can't.

FAQ wrote:

Potions: If I drink a potion, do I automatically forgo my save against that potion?

No. Nothing in the potion rules says it changes whether or not you get a saving throw against the spell stored in the potion. Even if someone hands you a potion of poison and tells you it’s a potion of cure serious wounds, you still get a save.


Simon Legrande wrote:
Remy Balster wrote:


Maybe it is because I have GMd plenty, but it seems perfectly in line with the game to have a player decline a save, and yet have their character desperately trying to resist an effect.

As a player, I have declined a save vs a fireball before, and not for any particular min/max reasons, but because I wanted it to kill my character. Don't get me wrong, I wanted my character alive... but he was going to die that day, one way or another, and death by fireball seemed like the better way to go than the vampire sorcerer's energy drain. >.<

The character himself, I described, was so desperately trying to fly away that all of his attention was on the quickest escape route, and that he didn't even see the bead flying in, and with a look of shock and horror, a realization of his mistake, the flames engulfed him.

So, I as a player declined the saving throw, my character was doing everything he could to escape the danger... he just didn't though.

Is this duality too foreign for many people?

Nobody said you weren't allowed to house rule it however you like. This is a rules question, the rules are clear on the order of operations.

Did you just tell me to houserule a non-rules based, not-in-game player action?

Haha. Dude... That, is kinda sad that you don't see the difference between in game choices and out of game choices.

Rofl, I guess I'm going to houserule that I'm getting some pizza for dinner tonight too.


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Remy Balster wrote:
Simon Legrande wrote:
Remy Balster wrote:


Maybe it is because I have GMd plenty, but it seems perfectly in line with the game to have a player decline a save, and yet have their character desperately trying to resist an effect.

As a player, I have declined a save vs a fireball before, and not for any particular min/max reasons, but because I wanted it to kill my character. Don't get me wrong, I wanted my character alive... but he was going to die that day, one way or another, and death by fireball seemed like the better way to go than the vampire sorcerer's energy drain. >.<

The character himself, I described, was so desperately trying to fly away that all of his attention was on the quickest escape route, and that he didn't even see the bead flying in, and with a look of shock and horror, a realization of his mistake, the flames engulfed him.

So, I as a player declined the saving throw, my character was doing everything he could to escape the danger... he just didn't though.

Is this duality too foreign for many people?

Nobody said you weren't allowed to house rule it however you like. This is a rules question, the rules are clear on the order of operations.

Did you just tell me to houserule a non-rules based, not-in-game player action?

Haha. Dude... That, is kinda sad that you don't see the difference between in game choices and out of game choices.

Rofl, I guess I'm going to houserule that I'm getting some pizza for dinner tonight too.

Oh Remy, you loveable scamp. Raising a week old thread to get the last word...

Paizo Employee Design Manager

N N 959 wrote:
anthonydido wrote:
I'm sorry, but there is no way you'd be able to process the difference between minimum and maximum damage that you think might happen in that short amount of time enough to make a logical decision to dodge it or not. You either see the blast and decide to try and avoid it or not. It's that simple. You are looking way too deep and trying too hard to put realism into magic.

Wow...that is just flat out wrong on so many levels.

1. You absolutely can asses a threat as you seek to avoid it. Happens in sports ALL THE TIME. Running bacs are instantly evaluating decisions on whether to cut back, run through someone, run past them, or spin. More importantly, these reactions can be fine-tuned and trained.

And yet I've never seen a running back stop and gauge how much an actively exploding grenade will hurt him and whether he should dodge out of the way, which is much closer to what we're talking about.

Forget your completely irrelevant sports analogy, go ask a soldier what it's like to react to a grenade or IED going off nearby. You don't have tiome to process what's occuring and make a measured reaction, your body reacts on instinct to escape the threat, and hopefully you've drilled the right instincts in.

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