In Baldurs Gate 3, a saving throw, also known as a save, is a die roll made for a character to resist or reduce the harmful effects of various threats such as spells, traps, poisons, and diseases. Each saving throw is tied to an ability score, determining its type, and can be referred to as a Strength save, Dexterity save, Constitution save, and so on. The success of a saving throw is determined by reaching or exceeding a value known as the Difficulty Class (DC). The creatures ability score modifier and proficiency bonus (if proficient in that type of saving throw) are added to the roll. Saving throws can also be affected by advantage or disadvantage, and some spells can affect saving throws, such as Bane, Bless, and Resistance.
Saving throws are used to calculate the defense of a character against various effects or spells in the game. To make a saving throw, a D20 is rolled, and the appropriate ability modifier for the character is added. Just like ability checks and attack rolls, the character must hit the target number or higher to succeed. Saving throws can be modified by situational bonuses or penalties and can be affected by advantage and disadvantage.
Unlike an ability check, a saving throw is typically a passive roll made in response to preventing or resisting certain actions or effects, such as spell attacks, spell effects, special physical attacks, traps, poisons, diseases, and environmental hazards. The saving throw that a character uses depends on the type of effect being resisted, such as using a Strength saving throw to resist a grapple attempt, a Dexterity saving throw to resist a fireball spell, and a Constitution saving throw to resist poison. The characters ability scores determine the base saving throw bonus for each saving throw, and proficiency in a type of saving throw allows the character to add their proficiency bonus to the roll.
In summary, saving throws in Baldurs Gate 3 are an essential mechanic for characters to resist or reduce the harmful effects of various threats, and they are tied to specific ability scores, with success determined by reaching or exceeding a Difficulty Class value.