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Posted by Nepenthe(IMM) on July 15, 2000 at 21:40:20:

In Reply to: hrm. Nepenthe/coding imms, a question .... posted by Smacky the Wonder Bunny on July 15, 2000 at 18:50:10:

> Shouldn't the definition of stuff like this be laid out? I mean, the people who've set up muds or played D&D will have a better idea of what this stuff means than the average player. And given that 'identify' and other spells is supposed to provide knowledge, where's the harm in laying out the mechanics of damroll, hitroll, save vs spell, etc?

I keep meaning to write a help on saving throws in particular, because they're a D&D idea and not everybody has that background.

Until then, a short definition (following applies to both D&D and muds including CF):

Most spells grant the victim a saving throw, which represents some form of resisting the spell.

Most commonly, this will take the form of either negating the effects of the spell or reducing (halving is most common) the damage from the spell.

Example 1: Twist casts Fireball at Saher. Saher attempts a saving throw vs. spell. If he's successful, he takes half damage from the fireball. Making the save in story/imagination terms might represent that he ducked and covered, dove behind some intervening object, or pulled your typical Sylvester Stallone movie running away from the explosion bit -- anything which might keep him from taking the full brunt of the Fireball
Example 2: Jullias casts Hold Person at Galadriel. Galadriel attempts a saving throw vs. paralyzation. If she's successful, she isn't held. If she fails, she is.

CF-specific: Many factors may affect saves, but as a general rule, -saves is good. +saves is bad.

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