-- combat -- saving throws --

Saving Throws

NPC’s and other opponents won’t make saving throws the same way as before (but you still will, FYI). Instead, they basically have more scores – Fortitude, Reflex, and Will scores (11+their modifiers). Any time you cast a spell or use a special attack that forces an opponent to make a saving throw, instead, I’ll make a check to determine if you’re successful.

You’ll roll a d20, add all the normal modifiers to any DC requirements by the spell or special attack [i.e. the appropriate ability modifier, the spells level if casing a spell, the adjustment of spell focus, etc].

If the resulting check is equal or exceeds their corresponding score, you hit. If it’s less, then they are affected as if it had passed its saving throw.

Your die roll = 1d20 + spell level + ability modifier + other modifiers (if applicable)
Enemies Fortitude score = 11 + enemies Fortitude save modifier
Enemies Reflex score = 11 + enemies Reflex save modifier
Enemies Will score = 11 + enemies Will modifier

This really speeds up what I need to do when a spell is cast, instead of me having to make three or four rolls before I can tell you if you hit for full damage, or partial, or none.