
Eamon Warwick |
Hi everyone,
I'm currently starting off a campaign with three of my friends and we're all pretty new to Pathfinder, I have assumed the mantle of GM, and I'm loving it so far, but there have been a few questions that my players have brought before me that I haven't quite been able to find the answer to.
1. Do saving throws apply to all Damage that the PC's may take? For example, in hand to hand combat, would our Barbarian recieve a fort or ref save after a monster had rolled to hit against his AC, and succeeded? Or does the AC represent the only chance to shrug off weapon damage?
2. If a spell or attack does not have a listed saving throw for half dmg or something of the like, does it mean that it does not allow a saving throw?
3. Do monsters receive these saving throws in combat as well?
The idea of rolling a saving throw for every attack/spell/ability seems like it could make some sense, but it also seems like it would really slow down play if both PC's and Monsters were attempting saves for everything. I appreciate any clarification on this matter, thank you in advance for taking the time to read this.
-Matt

Nightfiend |

1. Do saving throws apply to all Damage that the PC's may take? For example, in hand to hand combat, would our Barbarian recieve of a fort or ref save after a monster had rolled to hit against his AC, and succeeded? Or does the AC represent the only chance to shrug off weapon damage?
No save for normal attacks. Just have to hit the AC.
2. If a spell or attack does not have a listed saving throw for half dmg or something of the like, does it mean that it does not allow a saving throw?
In the spells description it will say (none) if there is no save. Otherwise it will list what is required.
3. Do monsters receive these saving throws in combat as well?
Yes as listed in there description.

TrollingJoker |

Hi everyone,
I'm currently starting off a campaign with three of my friends and we're all pretty new to Pathfinder, I have assumed the mantle of GM, and I'm loving it so far, but there have been a few questions that my players have brought before me that I haven't quite been able to find the answer to.
1. Do saving throws apply to all Damage that the PC's may take? For example, in hand to hand combat, would our Barbarian recieve of a fort or ref save after a monster had rolled to hit against his AC, and succeeded? Or does the AC represent the only chance to shrug off weapon damage?
2. If a spell or attack does not have a listed saving throw for half dmg or something of the like, does it mean that it does not allow a saving throw?
3. Do monsters receive these saving throws in combat as well?
The idea of rolling a saving throw for every attack/spell/ability seems like it could make some sense, but it also seems like it would really slow down play if both PC's and Monsters were attempting saves for everything. I appreciate any clarification on this matter, thank you in advance for taking the time to read this.
-Matt
Hi there! I am a bit of a green GM myself though I've already campaigned a session and I have played quite a lot as a PC.
Question 1:
If I recall, fortitude is meant for taking poison hits and stuff like that. If you fail your fortitude save, you are poisoned and if not you are not poisoned.
Reflex is used for example when the ceiling collapses and you need to roll a check to see if you dodge it successfully.
Will is mainly used against spells or mind affecting abilities/spells
So bluntly, only AC and spell resistance will matter with damage.
Spell resistance are only applied to magical attacks.
Also some spells give you a reflex save to give half damage. For example Fireball. The DC would be the lvl of the spell + 10 + the main modifier of the spellcaster
Question 2:
It always says if it has a saving throw or not. If it says Saving throw: No. Then it simply does not have a saving throw.
Question 3:
Some do, depending on the monster. Look into a Bestiary or something similar to get the stats. It's always neatly written like : +3 fort, +2 ref, +0 will

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I don't know where you got that the Saving Throw would be used when attacking with weapons, but to me it sounds as if your coming from another rules set that had the regular Saving Throws be some sort of Defenses instead. This made it so the attacker was rolling for any offensive use of a power/spell/attack. It would have been a good way to do the overall mechanic if the execution would have been as good as the underlining idea behind it.
In Pathfinder, when you use martial weapons and powers (most likely through feats) it goes against AC or, when effecting a condition, like Dazzling Desplay, uses a skill against a static DC.
Saving Throws are done against spells, some/most supernatural abilites (mostly done as a particular spell) and breath weapons. Traps also have characters roll their Saving Throws, most using Reflex with some that have poisons that require Fort.
Some spells have saving throws that negates effects, others for half damage and some that are what is amusingly called "save or die" type, though PF has expanded most of the icon spells to require multiple saves before the X's go over the eyes.
Keep in mind, some spells, mostly rays, have the caster roll an attack instead. Magic Missile auto hits everytime, no Saving Throw.

seebs |
There is a general rule of thumb:
Every attack has at least one chance-to-fail.
So it might need a to-hit roll, it might give a saving throw, but it'll have some kind of way to mitigate it.
The only obvious exceptions I can think of are some of the Symbol spells, where the assertion is "your hit points are your saving throw".
Higher-level magic can be pretty bad, though. Irresistible dance is a touch attack, and then you roll a save, but if you make the save you're still screwed for one round. Prediction of Failure gives you -4 to almost everything. Failed save, permanent; make the save, it's "only" one round per level.

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It has its moments.
I know others have already posted, but just to put it all in one post:
Question 1. Fortitude, Reflex and Will saves are made only when an attack form specifies that a particular saving throw type is allowed. In general, weapon attacks don't qualify (the big exception is a poisoned weapon, which first checks to see if the weapon does damage, and only then requires a Fortitude save to see if the poison damage also applies.)
There are a few ways other than AC to 'shrug off' weapon damage (concealment and damage reduction spring to mind), but they're unusual cases whereas AC is basically universal.
Question 2. In most cases, the type of save (and its Difficulty Class) will be stated right next to the attack. In a few cases, particularly class write-ups, the saving throw will be listed elsewhere in the class write-up, along the lines of "Except when otherwise noted, the saving throw DC against a witch's hex abilities is equal to her Intelligence modifier plus half her witch level."
Question 3. Monsters and player characters, as a general rule, follow the same rules for movement and combat, including saving throws and other forms of defense.
Notice that AC (and CMD and SR) are fixed defense levels against a variable (d20 roll + modifier) attack, while Fortitude, Reflex, and Will are variable defense levels against a (fixed) Difficulty Class. Only one die roll is necessary to resolve the success of any attack... usually.

Castarr4 |

As an addendum to #2: Monster stat blocks that list spells or spell-like abilities will not always list individual DCs. You will have to check the spell being used to know if it requires an attack roll (possibly against touch AC), if it requires a saving throw by the target(s), or both!
Let's look at a few first level spells:
Magic Missile requires no attack roll and allows no saving throw.
Hold Person requires no attack roll and allows a Will saving throw to negate its effects.
Acid Arrow requires an ranged attack roll (BAB+Dex Mod, plus remember to apply cover and shooting into melee penalties) against touch AC and allows no saving throw.
Shocking Grasp requires a melee attack roll (BAB+Str Mod unless they have Weapon Finesse, which turns it into BAB+Dex Mod) against touch AC and allows no saving throw.
A given NPC wizard might just have them listed in his block as
Spells:
1st level (DC 14): Acid Arrow, Hold Person, Magic Missile x2, Shocking Grasp
That listed DC only applies to Hold Person, since it's the only spell of the four that allows a saving throw.
I hope that helps clarify some things for you!

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If I recall correctly, D&D 4e had a mechanic where Fortitude, Reflex, and Will were static defense numbers in addition to AC, and a different defense was targeted depending on the power used.
Examples:
[Str vs AC] -> 1d20+Str Mod, compare to AC
[Wis vs Fort] -> 1d20+Wis Mod, compare to Fort
Could be the source of his confusion.

Gwen Smith |

So bluntly, only AC and spell resistance will matter with damage.
Spell resistance are only applied to magical attacks.
Minor clarification:
Spell resistance means that it's just hard to cast spells against you. If the spellcaster can't overcome your spell resistance, the spell simply does not take effect. (It takes a separate roll, a "caster level check", to overcome spell resistance. That is in addition to any attack roll for the spell or a saving throw.)
Damage resistance is just subtracted from the damage that you take from physical attacks. So if you have damage resistance 5, you subtract 5 points from the damage rolled on every attack and apply the rest. Damage resistance usually has a weakness associated with it, which is basically a trick to bypass the damage reduction.
For example, a werewolf might have damage resistance listed as "5/silver", which means that you subtract 5 damage from every attack. If the attack uses a silver weapon, it bypasses the damage reduction, and you apply the damage from that attack. Most spells will ignore damage resistance: the spell will say what kind of damage it does, so if it is any kind of damage other than physical, the damage goes through. (For example, a spell that throws a large boulder at your target would do physical damage, and damage resistance would apply.)
Energy resistance is similar to damage resistance, but it only applies against attacks that use specific type of energy listed. So energy resistance listed as "Resist Fire 5" means that you subtract 5 points of damage from any attacks (magical or natural) that use fire. All other types of energy do full damage.

Propsken |
Off-topic, i know, but -
DrDeth, in 4E, if it's a save or die effect, the die IS in the player's hand; you practically never die instantly, instead you slowly regress into it, and get saving throws. For istance: petrification. You get about 3 saves to shake it off before it takes hold, doing stuff like slowing and dazing in the meanwhile.
The idea behind 4E's static defense core mechanic was to improve the flow of combat by placing as much of the die rolls in the hands of the acting entity, especially the short-term or instant effects; longer-term effects (e.g. those that receive saves) are left in the hands of their victim, during that victim's turn. This prevents jumping between different participants in the combat during a single turn.
Of course, each system has its charms. To each his own...

Piccolo |

Hi everyone,
I'm currently starting off a campaign with three of my friends and we're all pretty new to Pathfinder, I have assumed the mantle of GM, and I'm loving it so far, but there have been a few questions that my players have brought before me that I haven't quite been able to find the answer to.
-Matt
You should know that most encounters are rated for 4 players (and one GM). That means your 3 players will have slightly more difficulty than is normal. Go easy on them, slowly ratcheting up the challenge (throwing more difficult beasties at them when they're fresh) so you can figure out how much they can handle.