Post by Zenopus on Nov 30, 2020 9:03:37 GMT -6
Saving Throws in 5E are linked to the attributes STR, DEX, CON, ....; when you roll a Saving Throw, it's always an attribute saving throw, e.g. a Strength Saving Throw, a Charisma Saving Throw....
(Dis)Advantage is the mechanic that when some factors make your success chance better or worse, you roll 2d20 and count the better (for advantage) or the worse (for disadvantage) result. It's an elegant mechanic which saves the DM the time to think up a situational difficulty modifer.
Inspiration is a "luck point" you get for good roleplaying. For example, you can use it to re-roll an attack roll or saving throw.
The dice chain isn't from 5E, but DCC:
For Saving Throws, because "Constitution Saving Throw" sounds like an ability check, I'll add that it's not a check against the ability score itself, but rather a check against a pre-determined DC (Difficulty Class) that is modified by the appropriate ability score bonus.
For example, for a "Basic Poison" instead of saying "Save vs Poison", 5E says make a "DC 10 Constitution saving throw", which means beat 10 (Easy) on a d20 roll modified by your Constitution bonus.
Furthermore, each class is "Proficient" in two types of Saving Throws, which means they get a level-based bonus to each roll. For example, Fighters are proficient in Str and Con saves, so at first level they would get an extra +2 towards each of those saves. This is how 5E differentiates Saving Throws by class instead of having a table like in OD&D.
DC 5 = Very Easy
DC 10 = Easy
DC 15 = Medium
DC 20 = Hard
DC 25 = Very Hard
DC 30 = Nearly Impossible
A natural 20 does not necessarily succeed if the required score is over 20, only if the bonuses bring it over the target number.