{{Short description|Character game mechanic}} {{RPG}} {{more citations needed|date=April 2013}}
In [[role-playing game]]s (RPGs) and [[Miniature Wargaming|war games]], a '''saving throw''' is a roll of [[dice]] used to determine whether [[Magic (gaming)|magic]], [[poison]], or various other types of attacks are effective against a [[character (arts)|character]] or [[monster]].<ref>{{cite web |title=Saving Throws |url=https://5thsrd.org/rules/abilities/saving_throws/ |website=5thsrd.org |accessdate=24 February 2020}}</ref> The term was first used in [[Donald Featherstone (wargamer)|Donald F. Featherstone]]'s book "War Games".<ref>{{cite book |last1=Featherstone |first1=Donald F. |title=War Games |date=1962 |publisher=Stanley Paul & Co. Ltd.|isbn=0-09-064901-X |page=99}}</ref>
They are used to represent the character's ability to avoid or resist the threat, such as by dodging a trap, or being able to resist the effects of a poison. For this reason, they are often modified by appropriate [[Attribute (role-playing games)|attributes]] such as Dexterity, Constitution, Wisdom or Luck. Sometimes the throw also represents the chance of penetrating the armor being worn by the character/unit, and so players can either roll for an 'armor save' (as is often the case), or for the unit's 'ward save' or 'invulnerability save' if applicable (this is most notable in ''[[Warhammer Fantasy (setting)|Warhammer Fantasy]]'' and ''[[Warhammer 40,000]]''). Magical equipment or spells can also modify saving throw values. A successful saving throw typically either negates or reduces the effectiveness of what is being saved against.
Saving throws are represented as a numeric value that often changes as the character advances in experience. In order to successfully make a throw, the character must roll dice (often a single 20-sided die ("d20") or three six-sided dice ("3d6")), achieving a result based on the calculated value of the saving throw which is compared against a success value.<ref>{{Cite web |date=May 5, 2016 |title=Systems Reference Document |url=https://dnd.wizards.com/articles/features/systems-reference-document-srd |url-status=dead |archive-url=https://web.archive.org/web/20160523081141/https://dnd.wizards.com/articles/features/systems-reference-document-srd |archive-date=May 23, 2016 |access-date=January 28, 2023 |website=Dungeons & Dragons |publisher=Wizards of the Coast}}</ref> Under different RPG systems, the roll and/or the success value may have modifiers added or subtracted to determine the outcome.<ref>{{cite book |last1=Cogburn |first1=Jon |last2=Silcox |first2=Mark |title=Dungeons and dragons and philosophy |date=2012 |publisher=Open Court Pub |isbn=978-0812697964 |page=225}}</ref>
A [[gamemaster]] may also allow a bonus on saving rolls to players who come up with creative ways for their characters to protect themselves.
Some games achieve a similar randomised result by use of other mechanisms including drawing cards, simple contests of luck, or use of tables of random results.
==References== {{reflist}}
{{DEFAULTSORT:Saving Throw}} [[Category:Role-playing game terminology]]
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