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DM Guide - Official
#7
Saving Throws
This is an optional mechanic that Dungeon Masters can choose to include in their events. If doing so, make sure to confirm each party member's attributes before beginning the event either via a group chat or sign up form.

A Saving Throw is a response to a narrate that combined with an attribute and a dice roll (typically d6) determines the outcome. These attributes are,

Attribute Points
Charisma - A person's ability to inspire and negotiate.
Wisdom - Their knowledge and general intelligence.
Fortune - Luck concerning the tides of fate and favorable outcomes.

Characters have 8 Attribute Points and Attributes can be no more than 6 total, maxing out at Level 220.
Chance - 3 Charisma, 3 Wisdom, 5 Fortune (8 spent)

Basic Example
Narrate: "Arrow fire rains down upon you!" (Fortune Roll. Difficulty of 8)
Chance has 5 Fortune so he inputs the command /fortune 5 and must roll a 3 or higher to avoid arrowfire. 
He rolls a 2 via a D6, thus a total of 7. The DM narrates that he has taken an arrow to the leg and has suffered a light temporary injury.


A DM can of course modify and adjust this system as they like, or do things like grant or debuff a character's attribute stats due to specific circumstances or something that occurs on the event. It is meant to be simple to understand and use, but also flexible. You can use it to determine actions like investigation, attempts at intervening in an action, theft, etc, to support and give more structure to things.
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Messages In This Thread
DM Guide - Official - by Chance - 12-16-2019, 10:27 AM
RE: DM Guide - Official - by Chance - 12-16-2019, 10:28 AM
RE: DM Guide - by Chance - 03-06-2021, 02:59 PM
RE: DM Guide - by Chance - 05-23-2021, 05:47 PM
RE: DM Guide - Official - by Chance - 07-13-2023, 12:30 AM
RE: DM Guide - Official - by Chance - 10-23-2023, 11:36 PM
RE: DM Guide - Official - by Chance - 10-06-2024, 07:52 PM

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