Couple of basic GM questions


Rules Discussion


So something I keep running into when GMing (I'm new) is knowing who dice roll ties go to and who even rolls dice in which situations.

Specifically, saving throws are the big one. I just confirmed that attack roll vs AC, tie goes to the attacker. But when it comes to the saving throws, A) I don't know who gets the DC and who get the roll. And B) in a tie, what happens?

I haven't looked it up yet but I'm also assuming with skill checks, tie goes to the player.


For all rolls: If it meets, it beats

Grand Lodge

A check is performed by the one rolling the dice. A saving throw is a type of check.

If the spell calls for an attack roll or spell attack roll the caster rolls the check, typically against the AC of the target.

If the spell calls for a save (reflex, will, or fortitude) these are checks made by the "targets" against the spell DC of the caster.

A skill check is successful it it meets or exceeds the DC. Checks are typically performed by character taking the action.

In short, "ties" go to the die roller.


Initiative is the only known place where there are opposed rolls (both sides are rolling). And for Initiative there are defined rules for what to do in the case of a tie.

For everything else, the side doing the action should be rolling. The other side should be using a DC. A DC can always be calculated from a bonus by adding 10 to it (the old take-10 rule from PF1).

When you roll, you need to meet or exceed the DC value. So ties always go to the rolling (active) side of the check.

The example that I often use to illustrate this is a player character trying to sneak past some NPC guards. When it is the player's turn, and they are taking a sneak action or an Avoid Notice exploration activity, then they are active and they roll against the Perception DC of the guards. If the guards are somehow notified that there is a sneak somewhere in the area and they start making Seek actions, then the guards are active and they roll Perception against the Stealth DC of the PC.

Edit: Ninja'd twice.


And in the case of traps, the trap is the "active" there? Meaning the trap rolls against the save DC of the PC?

Grand Lodge

It depends on the trap. If it calls for an attack roll, the trap is actively trying to meet the player's AC.

If it calls for a save, the players are saving against the traps DC.

Poisoned lock: Melee spine +13, Damage 1 piercing plus cladis poison the trap rolls against the AC of the player.

same with spear launcher:
Ranged spear +14, Damage 2d6+6 piercing

Brown mold is a player save:
As it grows, it pulls more heat from its surroundings, dealing 2d6+6 cold damage (DC 18 basic Fortitude save) to creatures within 10 feet after it expands.

Same with fireball rune:
This is a 3rd-level fireball spell that deals 6d6 fire damage (DC 22 basic Reflex save).


Some things - most notably saving throw spells which are a bit backwards - will specify who rolls and who is using a DC.

For traps, if the players are searching for a trap, then they would be rolling Perception or some other skill against the trap's stealth or detection DC.

If they trigger the trap, the triggered reaction is active and will be rolling something against the player's DCs - probably an attack roll or spell attack roll against AC (or a saving throw spell, which as noted above works backwards).


Jesus. I really wish this was always going in 1 direction. Okay so rolls against AC (either with melee or spell) is easy to understand. But rolls against reflex, will and fortitude still seem tricky to me. You have to figure out who (or what) is "active" and then go in that direction.


Most effects will say who is rolling. If something says to make or roll a saving throw, it's always the one being affected who rolls. If something (like athletics or intimidation actions) says roll against the target's fortitude, reflex, or will DC, the one using the effect rolls

If you're still having trouble, post a few specific examples and the guys here will tell you who rolls. After a few of those you'll start to get it


A lot of things will say specifically who is rolling what.

Burning Hands calls for a Reflex Save - which means that the defender rolls against the spellcaster's spell DC.

Grab an Edge the character doing the action rolls a Reflex check against the Climb DC of the ledge.

Trip says that the attacker rolls an Athletics check against the Reflex DC of the defender.

Usually you only have to make a decision of your own if the players are inventing their own things through role-play creativity that aren't covered in the rules very well. And usually those will be some sort of opposed skill checks and it should be fairly obvious who is the active side and who is the defender.

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