Difference between revisions of "Durations and Saving Throws"
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Revision as of 08:35, 17 December 2014
Durations
Many powers take effect and then end; their effects are instantaneous, perhaps as brief as the flight of a hypersonic slug. Some powers last beyond your turn, however.
Unless otherwise noted, a power is instantaneous and has no lasting effect. The two types of durations are conditional and sustained.
Durations
- Conditional Durations: These effects last until a specified event occurs.
- Until the Start of Your Next Turn.
- Until the End of Your Next Turn.
- Until the End of the Encounter: The effect ends when you take a rest (short or extended) or after 5 minutes.
- Save Ends: The effect ends when the target makes a successful saving throw against it.
- Sustained Durations: An effect that has a "sustain" duration lasts as long as you sustain it. Starting on the turn after you create an effect, you sustain the effect by spending the indicated action. You can sustain an effect once per turn. Some effects do something, such as attack, when you sustain them. Read the power description for details about what sustaining an effect does. At the end of your turn, if you haven't spent the required action to sustain the effect, it ends.
- Overlapping Durations: When you are subjected to identical effects that end at different times, you ignore all the effects but the one that has the most time remaining. Keep track of effects that a save could end separately. You make a save against each.
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Unless a description says otherwise, you can sustain a power with a sustained duration for as long as 300 seconds. However, you can't rest while sustaining a power, so you can't regain the use of your encounter powers or second wind until you stop sustaining a power.
Saving Throws
When you're under a persistent effect or condition that can be ended by a save ("save ends"), you have a chance to escape the effect each round at the end of your turn. You do that by making a saving throw, which is a d20 roll. A successful saving throw is called a save.
A saving throw gives you slightly better than even odds to shake off an effect.
Saving Throws
- End of Turn: At the end of your turn, you make a saving throw against each effect on you that a save can end. Roll a d20, with one of the following results:
- Lower than 10: Failure. The effect continues.
- 10 or higher: Success. The effect ends.
- Choose Order: Whenever you make a saving throw, you choose which effect to roll against first, which to roll against next and so on.
- Modifiers: Some powers, feats, or species traits might modify a saving throw.