Ad placeholder

Dice rolls: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
(→‎Damage rolls: missing space)
(Significant overhaul of most sections. Cleaned up a bunch of redundant info, fixed typos, added additional info about AC, etc.)
Line 4: Line 4:
}}
}}
[[File:Deception.png|thumb|A Deception check]]
[[File:Deception.png|thumb|A Deception check]]
'''Dice rolls''' are a central game mechanic in ''Baldur's Gate 3''. Dice are rolled to determine the outcome of variety of situations, such as whether a character will succeed or not at using a particular skill, or if an attack will land and how much damage it will do.
'''Dice rolls''' are a central game mechanic in ''Baldur's Gate 3''. Dice are rolled to determine the outcome of variety of situations, such as whether or not a character will succeed at using a particular skill, or if an attack will land and how much damage it will do.
{{TOC|limit=3}}
{{TOC|limit=3}}
== Dice notation ==
== Dice notation ==
Line 15: Line 15:
* {{D20}}}}
* {{D20}}}}


The number of dice rolled is notated by with a number placed immediately before the ''d'' and any applicable modifiers are given in addition (if it is a bonus) or substraction (if is a penalty) after the dice notation – when a single twenty sided die (d20) is rolled with no modifiers, it is notated as {{InfoBlob|1d20}}, when two six-sided dice (d6) are rolled with a modifier of +2, the roll is notated as {{InfoBlob|2d6+2}}.
The number of dice rolled is notated by with a number placed immediately before the ''d,'' and any applicable modifiers are given as an addition (if it is a bonus) or subtraction (if is a penalty) after the dice notation. When a single twenty sided die (d20) is rolled with no modifiers, it is notated as {{InfoBlob|1d20}}. When two six-sided dice (d6) are rolled with a modifier of +2, the roll is notated as {{InfoBlob|2d6+2}}.


A number of modifiers are potentially added to dice rolls. These modifiers can be either bonuses {{subst:}} which are {{em|added}} to the result – or penalties, which are subtracted from the results. These are notated
The range of potential results is usually given in parentheses. For example, a single dart from a {{SAI|Magic Missile|h=20px}} spell does 1d4+1 (2-5) Force damage, meaning it rolls 1d4 and adds 1 to the result, giving a possible total of between 2 and 5 points of damage.  
 
The range of results is usually given in parentheses. For example, a single dart from a {{SAI|Magic Missile|h=20px}} spell does 1d4+1 (2-5) Force damage, meaning it rolls 1d4 and adds 1 to the result, giving a possible total of between 2 and 5 points of damage.
 
Dice rolls are expressed in the game using both dice notation: {{math|xdN + y}}, where ''x'' is the number of dice rolled, and ''N'' is the number of sides of those dice. ''y'' is the sum of all modifiers added to the dice roll.
 
The game also expresses damage using a range: {{math|a \sim b}}, where ''a'' is the minimum damage possible and ''b'' is the maximum damage possible.


== Modifiers ==
== Modifiers ==
A number of modifiers are potentially added to dice rolls. These modifiers can be either bonuses {{subst:}} which are {{em|added}} to the result – or penalties, which are subtracted from the results.
A number of modifiers are potentially added to dice rolls. These modifiers can be either bonuses which are {{em|added}} to the result – or penalties, which are subtracted from the results.


; Ability score modifiers : Most rolls have an associated [[ability]] and creatures add their corresponding ability score modifier to the outcome of rolls they make.
; Ability score modifiers : Most rolls have an associated [[ability]], and creatures add their corresponding ability score modifier to the outcome of rolls they make.
:: Creatures also add an ability score modifier to the save DCs of actions they take or spells that they cast, again corresponding to an associated ability.
:: Creatures also add an ability score modifier to the save DCs of actions they take or spells that they cast, again corresponding to an associated ability.
; Proficiency bonus : Creatures add their proficiency bonus to any attack rolls, ability checks or saving throws that they make using weapons, skills or saves that they are proficient in, as well as to all attack rolls made during spell attacks.
; Proficiency bonus : Creatures add their proficiency bonus to any attack rolls, ability checks, or saving throws that they make using weapons, skills, or saves that they are proficient in, as well as to all attack rolls made during spell attacks.
:: Creatures also add their proficiency bonus to the save DCs of spells they cast and class actions they take, and to the save DCs of actions they take using weapons they are proficiency with.
:: Creatures also add their proficiency bonus to the save DCs of spells they cast and class actions they take, and to the save DCs of actions they take using weapons they are proficient with.
; Additional modifiers : Some [[features]] and [[conditions]] add additional modifiers to save DCs and the result of rolls, such as [[Shillelagh]], which allows the caster to add their spellcasting ability modifier to their attack and damage rolls, instead of Strength or Dexterity.
; Additional modifiers : Some [[features]] and [[conditions]] add additional modifiers to save DCs and the results of rolls, such as [[Shillelagh]], which allows the caster to add their spellcasting ability modifier to their attack and damage rolls, instead of Strength or Dexterity.


== d20 rolls ==
== d20 rolls ==
Whenever a creature attempts an action that has a chance of failure, they roll a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed.
Whenever a creature attempts an action that has a chance of failure, they roll a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed.


These attempts are categorised either as attack rolls – which are rolled against the target's [[Armour Class]] (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC:
These attempts are categorized either as attack rolls – which are rolled against the target's [[Armour Class]] (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC:


<center>Formula = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)}}</center>
<center>Formula = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)}}</center>


; Attack rolls : When a creature attacks a target they make an attack roll against the target's DC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped [[weapon]] (including unarmed), but some [[spells]] – such as a warlock's [[Eldritch Blast]] – require the caster to make spell attacks.
; Attack rolls : When a creature attacks a target, they make an attack roll against the target's AC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped [[weapon]] (including unarmed), but some [[spells]] – such as a [[Warlock]]'s [[Eldritch Blast]] – require the caster to make spell attack rolls.
; Saving throws : Traps, spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or ''save''. To attempt a save, a creature rolls a d20 against a target save DC.
; Saving throws : Traps, spells, conditions, and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or ''save''. To attempt a save, a creature rolls a d20 against a target save DC.
; Ability checks : An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.
; Ability checks : An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.


A Difficulty Class (or DC) is a number rolled against when making ability checks or saving throws. It represents how difficult a task is to accomplish.
A Difficulty Class (or DC) is a number rolled against when making ability checks or saving throws. It represents how difficult a task is to accomplish.


The number is determined by the the task attempted – or in the case of saves – the spell, condition or action that has to be overcome.
The number is determined by the the task attempted – or in the case of saves – the spell, condition, or action that has to be overcome.


=== Natural 1s and 20s ===
=== Natural 1s and 20s ===
Rolling a 1 or 20 on a d20 roll is referred to as a ''natural 1'' or ''natural 20''. When making an attack roll or ability check, rolling a natural 1 is always an automatic failure, while a natural 20 is always an automatic success, regardless of the the final result after modifiers are applied. Saving throws attempted during dialogue and death saving throws can also roll roll natural 1s and 20s.
Rolling a 1 or 20 on a d20 roll is referred to as a ''natural 1'' or ''natural 20''. When making an attack roll or ability check, rolling a natural 1 is always an automatic failure, while a natural 20 is always an automatic success, regardless of the final result after modifiers are applied. Saving throws attempted during dialogue, and death saving throws, can also roll natural 1s and 20s.


Unlike attack rolls and ability checks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, however when saving throws are used during dialogue they will guarantee failure or success when a 1 or 20 is rolled.
Unlike attack rolls and ability checks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, unless they occur during dialog.


=== Advantage and disadvantage ===
=== Advantage and disadvantage ===
[[File:Advantage Icon.png|alt=The in-game symbol for advantage.|left]]
[[File:Advantage Icon.png|alt=The in-game symbol for advantage.|left]]
[[File:Disadvantage Icon.png|alt=The in-game symbol for disadvantage|left]]
[[File:Disadvantage Icon.png|alt=The in-game symbol for disadvantage|left]]
A [[List of sources of advantage|number of situations and conditions]] give creatures advantage or disadvantage on d20 rolls. A creatur that makes a roll with advantage rolls two d20 dice separately, and use the higher of the two results. If they instead have disadvantage, they choose the lower of the two.
A [[List of sources of advantage|number of situations and conditions]] give creatures advantage or disadvantage on d20 rolls. A creature that makes a roll with advantage rolls two d20 dice separately, and uses the higher of the two results. If they have disadvantage, they choose the lower of the two.


Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likesise, creatures that have {{em|both}} advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either.
Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likewise, creatures that have {{em|both}} advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either.


== Ability checks ==
== Ability checks ==
Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. They are rolled against the task's Difficulty Class, which is generally predetermined by the game. Each ability check is made using one of the six abilities in the game, and creatures add an ability's corresponding ability score modifier to the results of ability checks they make.
Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. They are rolled against the task's Difficulty Class (DC), which is generally predetermined by the game. Each ability check is made using one of the six [[abilities]] in the game, and creatures add an ability's corresponding ability score modifier to the results of ability checks they make.


=== Skills ===
=== Skills ===
Line 79: Line 73:
==== Expertise ====
==== Expertise ====
[[File:Expertise.png|right]]
[[File:Expertise.png|right]]
Characters can also have expertise in a skill, which allows them to add {{em|double}} their proficiency bonus when making a corresponding ability check. While it is possible to have proficiency {{em|and}} expertise in a skill at the same time, they do not stack.
Characters can also have expertise in a skill, which allows them to add {{em|double}} their proficiency bonus when making a corresponding ability check. While it is possible to have proficiency {{em|and}} expertise in a skill at the same time, they do not stack. Some sources of expertise do, however, require the character to already be proficient in a skill.
 
Neither proficiency nor expertise stack: there's no benefit to having multiple sources of proficiency for a skill, nor is there any benefit to having both proficiency and expertise at the same time. Some sources of expertise do, however, require the character to already be proficient in a skill.


Sources of expertise that require prior proficiency in the respective skill include:
Sources of expertise that require prior proficiency in the respective skill include:
Line 92: Line 84:
* [[Gnome#Rock Gnomes|Rock Gnomes]] have expertise in [[History]].
* [[Gnome#Rock Gnomes|Rock Gnomes]] have expertise in [[History]].
* The [[Illithid Expertise]] feature grants expertise in [[Persuasion]], [[Deception]], and [[Intimidation]].  
* The [[Illithid Expertise]] feature grants expertise in [[Persuasion]], [[Deception]], and [[Intimidation]].  
There is no special benefit to having both proficiency and expertise at the same time – the proficiency bonus is still only doubled. Some sources of expertise do, however, require the character to already be proficient in a skill.


=== Common scenarios ===
=== Common scenarios ===
; Automatic rolls
; Automatic rolls
: Some ability checks are automatic. For example, when a creature approaches an unactivated trap, the game rolls a [[Perception]] ability check to determine whether the creature notices the trap. Perception is a Wisdom skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to [[Disarm]] it, which requires a successful [[Sleight of Hand]] check, a Dexterity skill.
: Some ability checks are automatic. For example, when a creature approaches an inactive trap, the game rolls a [[Perception]] ability check to determine whether the creature notices the trap. Perception is a Wisdom skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to [[Disarm]] it, which requires a successful [[Sleight of Hand]] check, a Dexterity skill.
; During dialogue
; During dialogue
: Ability checks are also common during dialogue, where some responses require an ability check to determine the outcome. Examples include using Charisma-based skills like [[Persuasion]], [[Deception]], or [[Intimidation]] to influence others, or Intelligence-based skills like [[Investigation]], [[History]], or [[Religion]] to determine or remember facts.
: Ability checks are also common during dialogue, where some responses require an ability check to determine the outcome. Examples include using Charisma-based skills like [[Persuasion]], [[Deception]], or [[Intimidation]] to influence others, or Intelligence-based skills like [[Investigation]], [[History]], or [[Religion]] to determine or remember facts.
Line 105: Line 95:


== Saving throws ==
== Saving throws ==
Saving throws representa creature’s attempt to “'''save'''” themselves from harm. Spells and actions taken by other creature frequently allow their targets to attempt a save, as do hazards like [[traps]] and [[surface]]s. Each save has an associated ability – referred to using terms like '''Strength saving throw''' or '''Dexterity save''' – and a save DC that creatures attempting to save roll against, adding their corresonding ability score modifier to the results. When attempting a save, a creature adds an ability score modifier corresponding to that save's associated ability. If they are also proficient in saves made using that ability, they add their proficiency bonus as well.
Saving throws represent a creature’s attempt to “'''save'''” themselves from harm. Spells and actions taken by other creatures frequently allow their targets to attempt a save, as do hazards like [[traps]] and [[surface]]s. Each save has an associated ability – referred to using terms like '''Strength saving throw''' or '''Dexterity save''' – and a save DC that creatures attempting to save roll against. When attempting a save, a creature adds an ability score modifier corresponding to that save's associated ability, and if they are proficient in saves made using that ability, they add their proficiency bonus as well.


While the outcome of an attempted saving throw is always binary – it is either a success or a failure – the exact outcome of a successful save depends on the effect in question. Often, the damage or conditions inflicted by the associated effect will be reduced in severity, or sometimes ignored entirely.
While the result of an attempted saving throw is always binary – it is either a success or a failure – the exact outcome of a successful save depends on the effect in question. Typically, the damage or conditions inflicted by the associated effect will be reduced in severity, and sometimes negated entirely.


Saving throws do not automatically fail or succeed on natural 1s and 20s, except when made during dialogue.
Saving throws do not automatically fail or succeed on natural 1s and 20s, except when made during dialogue.
Line 114: Line 104:


=== Save proficiency ===
=== Save proficiency ===
All classes give save proficiency with two abilities; when multiclassing, only the {{em|first}} class taken gives its save proficiencies. An additional save proficiency can be gained by taking the [[Resilient]] feat.
All classes give save proficiency with two abilities. Though when multiclassing, only the {{em|first}} class taken gives its save proficiencies. An additional save proficiency can be gained by taking the [[Resilient]] feat.


=== Save DCs ===
=== Save DCs ===
Line 121: Line 111:
Different mechanics calculate save DC differently:
Different mechanics calculate save DC differently:
; Danger save DC : In scenarios such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. This includes consumable items such as elemental arrows or throwables.
; Danger save DC : In scenarios such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. This includes consumable items such as elemental arrows or throwables.
; Spell save DC : For the Difficulty class of a spells that can be saved against is determined through the following formula:
; Spell save DC : The Difficulty Class of a spell that can be saved against is determined through the following formula:
:: {{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}.
:: {{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}.
: Certain [[List of Equipment that Affect Spell DC|equipment]] worn by the caster can also affect their Spell DCs.
: Certain [[conditions]] and [[List of Equipment that Affect Spell DC|equipment]] worn by the caster can also affect their Spell Save DC.
; Weapon save dc : Each weapon action can grant its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. The Difficulty Class of saves allowed by weapon actions is calculated as follows:  
; Weapon save DC: Most weapons allow proficient users to perform special "weapon actions", which are typically limited to once per short rest (e.g. [[Backbreaker]]). These actions often include the chance to inflict a condition on the target, and these conditions require the target to attempt a Save to avoid them. Each weapon action can grant its own inherent bonus to DC that isn't listed anywhere, but is frequently +2. The Difficulty Class of saves allowed by weapon actions is calculated as follows:  
:: {{InfoBlob|1=Weapon Action DC = 8 + proficiency bonus + [[Strength|Strength]] or [[Dexterity|Dexterity]] + inherent weapon action bonus DC}}
:: {{InfoBlob|1=Weapon Action DC = 8 + proficiency bonus + [[Strength]] or [[Dexterity]] modifier + inherent weapon action bonus DC}}
: Certain weapon actions, notably [[Concussive Smash]], instead use allow the acting creatures to either use their spallcaster DC or weapon Action DC with a +2 bonus, whichever is higher.
: Certain weapon actions, notably [[Concussive Smash]], instead allow the acting creature to either use their Spell Save DC or weapon action DC with a +2 bonus, whichever is higher.


==== Other effects ====
==== Other effects ====
In the case of threats that don't originate from a spell caster, such as a trap or a poisonous apple, the game sets the DC based on how serious the threat is intended to be. For example, a rather ineffective trap could have a DC of just 5, whereas an effective trap could have a DC of 15. A slightly spoiled tart could impose a Constitution save of DC 5, whereas a potent venom from a snake could impose a DC 15 Constitution save on the victim.
In the case of threats that don't originate from a spellcaster, such as a trap or a poisonous apple, the game sets the DC based on how serious the threat is intended to be. For example, a rather ineffective trap might have a DC of just 5, whereas an effective trap could have a DC of 15. A slightly spoiled tart could impose a DC 5 Constitution save when eaten, whereas a potent venom from a snake could impose a DC 15 Constitution save on the victim.


=== Death saving throws ===
=== Death saving throws ===
Death saving throws are a special type of saving throw made by playable characters and companions after they have been {{cond|Downed}}. Three successful saves will let a creature stabilise, no longer needing to make saves, and three failures will lead to the creature becoming {{cond|Dead}}.
Death saving throws are a special type of saving throw made by playable characters and companions after they have been {{cond|Downed}}. Death saves are made once per turn while the character remains Downed, and when the character takes damage while Downed. Three successful saves will let a creature stabilize, no longer needing to make death saves to survive, and three failures will lead to the creature becoming {{cond|Dead}}.
 
Death saving throws are not associated with an ability score and so don't get any modifiers, nor do they benefit from the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as {{SAI|Bless}}) or specifically to death saves (such as [[Family Ring]]). Death saves are always DC 10. A character dies when three failures are accumulated, or stabilizes when three successes are accumulated, whichever happens first.


Death saving throws are not associated with an ability score and so don't add any modifiers or the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as {{SAI|Bless}}) or specifically to death saves. Death saves are a success on a result of 10 or higher, and otherwise a failure. A character dies when three failures are accumulated, or becomes Stable (they no longer make death saves) when three successes are accumulated, whichever happens first.
Death saving throws can be critical failures and critical successes. A natural 1 rolled for a death save will add ''two'' failures to a character's death save count, while a natural 20 will immediately stabilize the character regardless of their current death save count.


== Attack rolls ==
== Attack rolls ==
Creatures make attack rolls when they attack a target, usually with a [[Weapon|weapon]] or a [[Spells|spell]].
Creatures make attack rolls when they attack a target, usually with a [[Weapon|weapon]] or a [[Spells|spell]].


Attack rolls are rolled against the target's AC. If the attempt is successful, the attack ''hit'', and the attacker rolls for damage. If the result was less than the target AC, the attack was a ''miss''.
If the result of the attack roll is equal to or higher than the target's Armour Class (AC), the attack ''hits'', and the attacker rolls for damage. If the result is lower than the target's AC, the attack ''misses''.


=== Attack roll modifiers ===
=== Attack roll modifiers ===
Attack rolls are always made using an associated ability:
Attack rolls are always made using an associated ability:
* Attacks made with melee weapons, including thrown weapons, generally add the attacking creature's Strength modifier, unless they have the [[Finesse]] property, in which case they add either the attacker's Strength or Dexterity modifier, whichever is higher.
* Unarmed attacks, and attacks made with melee weapons and thrown weapons generally add the attacking creature's Strength modifier.
* If the weapon has the [[Finesse]] property, attacks with it add either the attacker's Strength or Dexterity modifier, whichever is higher.
* Unarmed attacks may use the attacker's Dexterity modifier if they have certain features like [[Martial Arts: Dextrous Attacks|Dextrous Attacks]] from the [[Monk]] class.
* Attacks made with ranged weapons add the creature's Dexterity modifier.
* Attacks made with ranged weapons add the creature's Dexterity modifier.
* Spell attacks add the caster's [[Spells#Spellcasting|spellcasting ability modifier]], generally determined by their [[Class|class]].
* Spell attacks add the caster's [[Spells#Spellcasting|spellcasting ability modifier]], generally determined by their [[Class|class]].


If the attacker is proficient with the weapon they are wielding, or if the attack is a spell attack, they also add their proficiency bonus.
If the attacker is proficient with the weapon they are wielding, or if the attack is a spell attack or unarmed attack, they also add their proficiency bonus.


=== Critical hits ===
=== Critical hits ===
[[File:critical hit.png|right|thumb|Example of a critical hit with a 1d6 shortsword.]]
[[File:critical hit.png|right|thumb|Example of a critical hit with a 1d6 shortsword.]]
When a creature rolls a natural 20 on an an attack roll, the attack is not only an automatic hit – it is also a ''critical hit'', and the attacker rolls twice the normal number of dice to determine damage dealt, including additional dice such as those from smites or combat manoeuvres. Modifiers and bonuses – including the creature's relevant ability score modifier and proficiency bonus – are not doubled.
When a creature rolls a natural 20 on an attack roll, the attack is a ''critical hit.'' Critical hits automatically land regardless of the target's AC, and the attacker also rolls twice the normal number of dice to determine damage dealt, including additional dice such as those from smites or combat maneuvers. Modifiers and bonuses – including the creature's relevant ability score modifier and proficiency bonus – are not doubled.


Some [[feats]], [[Classes|class features]], and [[items]] [[Critical Hit threshold reduction|reduce]] the critical hit threshold by 1, allowing the creature to land critical hits by rolling 19 or higher on attack rolls. Multiple sources of this effect stack, allowing the critical hit threshold to go even lower than 19. See [[list of sources of critical hit threshold reduction]].
Some [[feats]], [[Classes|class features]], and [[items]] [[Critical Hit threshold reduction|reduce]] the critical hit threshold by 1, allowing the creature to land critical hits by rolling either 19 or 20 on attack rolls. Multiple sources of this effect stack, allowing the critical hit threshold to go even lower than 19. See [[list of sources of critical hit threshold reduction]].


Some conditions, such as {{cond|Sleeping}} and {{cond|Paralysed}}, automatically turn all incoming attacks into critical hits.
Some conditions, such as {{cond|Sleeping}} and {{cond|Paralysed}}, automatically turn all incoming attacks into critical hits.


=== Armour Class ===
=== Armour Class ===
Armour Class (AC) is a measurement of how difficult a creature is to be hit by an attack. In order to successfully hit a creature, the results of an [[Attack roll|attack roll]] must have a number equal to or greater than the target's Armour Class. AC can be increased by equipping [[Armour|armour]] and [[Shields|shields]], by selecting certain [[Feats|feats]] when leveling up, or utilizing certain [[Spells|spells]].
Armour Class (AC) is a measurement of how difficult a creature is to be hit by an attack. In order to successfully hit a creature, the results of an [[Attack roll|attack roll]] must be equal to or greater than the target's Armour Class. AC can be increased by equipping [[Armour|armour]] and [[Shields|shields]], by selecting certain [[Feats|feats]] when leveling up, or utilizing certain [[Spells|spells]].


==== Formula ====
==== Formula ====
The default formula that determines AC is:
The formula that determines AC when wearing Armour in the torso slot is:
: {{InfoBlob|10 + [[Dexterity|Dexterity modifier]] + armour bonus + shield bonus + other bonuses and penalties}}
: {{InfoBlob|Torso armor AC + [[Dexterity|Dexterity modifier]] + shield bonus + other bonuses and penalties}}
The AC bonus from Dexterity modifier may be capped when wearing [[Armour#Medium armour|medium]] and is ignored entirely when wearing [[Armour#Heavy armour|heavy]] armour.
The AC bonus from Dexterity is typically capped at +2 when wearing [[Armour#Medium armour|medium armour {{note|The [[Medium Armour Master]] feat increases the cap from +2 to +3.}}{{note|A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include [[Yuan-Ti Scale Mail]], [[Unwanted Masterwork Scalemail]], [[Sharpened Snare Cuirass]], and [[Armour of Agility]].}}]], and is reduced to zero when wearing [[Armour#Heavy armour|heavy armour]].


Medium armour caps the Dexterity Modifier to +2,{{note|The [[Medium Armour Master]] feat increases the cap from +2 to +3.}}{{note|A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include [[Yuan-Ti Scale Mail]], [[Unwanted Masterwork Scalemail]], [[Sharpened Snare Cuirass]], and [[Armour of Agility]].}} whrereas heavy armour ignores the modifier entirely.
Most [[Shields]] grant +2 AC.


Shields will grant the listed AC bonus to whomever equips it, regardless of which weapon slot they are currently using.
Other bonuses include things like the [[Fighting style|Defense]] fighting style, which grants +1 AC while wearing armor, and the [[Cloak of Protection]].


==== Other formulas ====
==== Other formulas ====
Unarmoured creatures may use a different formula if they have certain features. Creatures always use whichever formula – which they have access to would result in a higher AC. Alternative formulas are only used if {{em|no}} armour is worn in the chest, hands, helm or bloots slots.
[[Barkskin]] sets the affected creature's AC to 16 if they would otherwise have less.
 
Unarmoured creatures may use a different formula if they have certain features. Creatures always use whichever formula they have access to that would result in the highest AC. Alternative formulas are only used if no items marked "Light Armor", "Medium Armor", or "Heavy Armor" are being worn in any equipment slot.


{{SAI|Mage Armour}} and {{SAI|Draconic Resilience}}:
{{SAI|Mage Armour}} and {{SAI|Draconic Resilience}}:
Line 182: Line 178:


== Damage rolls ==
== Damage rolls ==
The base damage dealt by a [[weapons|weapon]], [[spells|spell]], class action or condition is usually determined by a ''damage roll''. Damage rolls always have an associated [[damage type]] that is also given following dice notation: {{DamageText|1d4|Piercing}} damage.
The base damage dealt by a [[weapons|weapon]], [[spells|spell]], class action, or condition is usually determined by a ''damage roll''. Damage rolls always have an associated [[damage type]] that is given following the dice notation, e.g. {{DamageText|1d4|Piercing}}.


=== Damage modifiers ===
=== Damage modifiers ===
Modifiers added to damage rolls are only added {{em|once}} per source, even multiple dice are rolled.
Modifiers added to damage rolls are only added {{em|once}} per source, even if multiple dice are rolled.


Which ability score modifier is added to a damage roll depends on the attack:
Which ability score modifier is added to a damage roll depends on the attack:
* When making weapon attacks, the attacking creature's usually add the ability score modifier that they added to the attack's attack roll.
* When making weapon attacks, the attacking creature usually adds the ability score modifier that they added to the attack roll.
* Ability score modifiers are not normally added to damage rolls dealt by spells or spell attacks, unless specifically stated otherwise in the spell's description, or if enabled by some feature, such as by {{SAI|Agonising Blast|h=20px}} – which allows a warlock to add their Charisma modifier to the damage rolls of their {{SAI|Eldritch Blast|h=20px}}.
* Ability score modifiers are not normally added to damage rolls dealt by spells or spell attacks, unless specifically stated otherwise in the spell's description, or if enabled by some feature, such as {{SAI|Agonising Blast|h=20px}}.


Proficiency bonuses are {{em|not}} added to damage rolls.
Proficiency bonuses are {{em|not}} added to damage rolls unless the attack being used (e.g. [[Shadowsoaked Blow]]) says so.


== Other rolls ==
== Other rolls ==
; Healing : [[Healing]] restores a target's [[hit points]] but otherwise works similarly to damage rolls. Healing rolls may also add modifiers, but there's no general rule for this; any bonuses are determined by the source of the healing. For example, a [[Potion of Healing]] restores {{DamageText|2d4+2|Healing}}. There are many magic items, class features and other effects which also provide bonuses to healing, for example the {{Class|Life Domain}}'s {{SAI|Disciple of Life}} feature.
; Healing : [[Healing]] restores a target's [[hit points]] in a similar manner to damage rolls. Healing rolls may also add modifiers, but there's no general rule for this; any bonuses are determined by the source of the healing. For example, a [[Potion of Healing]] restores {{DamageText|2d4+2|Healing}}. There are many magic items, class features, and other effects which also provide bonuses to healing, for example the {{Class|Life Domain}}'s {{SAI|Disciple of Life}} feature.
; Wild Magic : When a Wild Magic sorcerer casts a leveled spell, a d20 is rolled to determine if they will trigger a Wild Magic Surge. A surge is triggered only when the outcome is 20. The resulting effect, and Wild Magic Barbarian surge effects for Rage: Wild Magic, are also determined with dice rolls.
; Wild Magic : When a Wild Magic sorcerer casts a leveled spell, a d20 is rolled to determine if they will trigger a Wild Magic Surge. A surge is triggered only when the outcome is 20. The resulting effect, and Wild Magic Barbarian surge effects for Rage: Wild Magic, are also determined with dice rolls.


Line 211: Line 207:
Armour Class becomes more useful the greater it is – the difference in effectiveness between 20 and 19 AC is {{em|greater}} than the difference in effectiveness between 15 and 14.
Armour Class becomes more useful the greater it is – the difference in effectiveness between 20 and 19 AC is {{em|greater}} than the difference in effectiveness between 15 and 14.


To illustrate this, if a defender has 15 AC and 10 HP, and the attacker has +5 (50% chance to hit) to attack rolls, and deals 2 damage per attack, the defender would on average survive for 10 turns.
To illustrate this, if a defender has 15 AC and 10 HP, and the attacker has +5 to attack rolls, and deals 2 damage per attack, the defender would on average survive for 10 turns because the attack has a 50% chance to hit against 15 AC.


If the defender's AC was increased to 16 (45% chance to be hit), they would instead survive for an average of 11.1 rounds (an 11% increase in effectiveness).
If the defender's AC was increased to 16 (chance to hit drops to 45%), they would instead survive for an average of 11.1 rounds (an 11% increase in effectiveness).


Meanwhile, if the defender has 19 AC (30% chance to be hit), they would survive for an average of 16.66 rounds. If their AC was increased to 20 (25% chance to be hit), they would be able to survive for an average of 20 rounds (a 20% increase in effectiveness).
Meanwhile, if the defender starts with 19 AC (30% chance to be hit), they would survive for an average of 16.66 rounds. But if their AC was increased to 20 (25% chance to be hit), they would be able to survive for an average of 20 rounds (a 20% increase in effectiveness).


The difference between 25 and 24 is even greater, with a {{em|200%}} increase in effectiveness (50 vs 100 rounds).
The difference between 25 and 24 is even greater, granting a {{em|200%}} increase in effectiveness (50 vs 100 rounds).


=== Damage rolls mathematics ===
=== Damage rolls mathematics ===
Note that due to the mathematics of dice rolls, the difference between, say, 1d8 and 2d4 is more than just the higher minimum value of 2 on the 2d4 roll. With the d8, you have an equal chance of getting, say, a 5 and an 8.  On the other hand, the 2d4 roll is statistically more likely to lead to a total value of 5, than a total value of 8. This is most easily explained with a table of all possible outcomes:
Note that due to the mathematics of dice rolls, the difference between, say, 1d8 and 2d4 is more than just the higher minimum value of 2 on the 2d4 roll. With the d8, you have an equal chance of getting, say, a 5 and an 8.  On the other hand, the 2d4 roll is statistically more likely to lead to a total value of 5, rather than a total value of 8. This is most easily explained with a table of all possible outcomes:


{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 260: Line 256:
|}
|}


Notice how often the 5 appears in the possibilities for the '''total value''' (4 out of 16 possibilities) vs. how often the 8 appears (1 out of 16).  This means a 2d4 roll has a 25% chance of resulting in 5 points of damage, but only a 6.125% chance of resulting in 8 points of damage.  Meanwhile, the 1d8 roll actually has a higher chance of resulting in the maximum damage value of 8, since 1 out of 8 possibilities (12.5%) result in an 8. However, the average roll of 2d4 is 5 damage, while the average roll of is only 4.5, because 2d4 can never roll a 1. Therefore, 2d4 is generally more consistent in damage output and will result in higher rolls in the long run.  
Notice how often the 5 appears in the possibilities for the '''total value''' (4 out of 16 possibilities) vs. how often the 8 appears (1 out of 16).  This means a 2d4 roll has a 25% chance of resulting in 5 points of damage, but only a 6.125% chance of resulting in 8 points of damage.  Meanwhile, the 1d8 roll actually has a higher chance of resulting in the maximum damage value of 8, since 1 out of 8 possibilities (12.5%) result in an 8. However, the average roll of 2d4 is 5 damage, while the average roll of 1d8 is only 4.5. Therefore, 2d4 is generally more consistent in damage output and will result in higher rolls in the long run.  


=== Advantage mathematics ===
=== Advantage mathematics ===
Line 317: Line 313:
For this we first need to clarify the notations used below: D{{math|n}} represents an {{math|n}}-sided die, {{math|P(i)}} is the probability that a variable has value {{math|a}}, {{math|\mathbb{E} }} denotes the average or expected value of a roll, and {{math|1=\textstyle\sum_{i=a}^b x_i}} denotes the sum of a series of numbers {{math|x}} over an index {{math|i}} with {{math|i}} going from {{math|a}} through {{math|b}}.
For this we first need to clarify the notations used below: D{{math|n}} represents an {{math|n}}-sided die, {{math|P(i)}} is the probability that a variable has value {{math|a}}, {{math|\mathbb{E} }} denotes the average or expected value of a roll, and {{math|1=\textstyle\sum_{i=a}^b x_i}} denotes the sum of a series of numbers {{math|x}} over an index {{math|i}} with {{math|i}} going from {{math|a}} through {{math|b}}.


The formula to calculate the expected value, {{math|\mathbb{E}[x]}}, of a variable {{math|x}} is equal to the sum of every possible value of {{math|x}} multiplied by the chance for {{math|x}} to have that value.
The formula to calculate the expected value, {{math|\mathbb{E}[x]}}, of a variable {{math|x}} is equal to the sum of every possible value of {{math|x}} multiplied by the chance for {{math|x}} to have that value.  
 
In the case of an {{math|n}}-sided die, D{{math|n}}, this becomes:
In the case of an {{math|n}}-sided die, D{{math|n}}, this becomes:
{{math_block|1=\mathbb{E}[\text{D}n] = \sum_{i=1}^n (i \cdot P(i))}}
{{math_block|1=\mathbb{E}[\text{D}n] = \sum_{i=1}^n (i \cdot P(i))}}
For a regular dice roll the probability distribution is uniform, which means {{math|1=P(i) = 1/n}} for any {{math|i}}, and using {{math|1=\sum_{i=1}^n i = \frac{1}{2}n(n+1) }}, we get  
For a regular dice roll the probability distribution is uniform, which means {{math|1=P(i) = 1/n}} for any {{math|i}}, and using {{math|1=\sum_{i=1}^n i = \frac{1}{2}n(n+1) }}, we get  
{{math_block|1=\mathbb{E}[\text{D}n] = \sum_{i=1}^n(i \cdot P(i)) = \frac{1}{n}\left(\frac{n(n+1)}{2}\right) = \frac{n+1}{2} }}
{{math_block|1=\mathbb{E}[\text{D}n] = \sum_{i=1}^n(i \cdot P(i)) = \frac{1}{n}\left(\frac{n(n+1)}{2}\right) = \frac{n+1}{2<nowiki>}</nowiki> }}
For a dice roll with advantage the chance to roll the number {{math|i}} is equal to the chance that the first die rolls {{math|i}} multiplied by the chance that the second die rolls {{math|i}} or less, multiplied by 2 (because the 2 dice are interchangeable), minus the chance of both dice rolling {{math|i}} (because we counted that possibility twice by multiplying by 2). This gives
For a dice roll with advantage the chance to roll the number {{math|i}} is equal to the chance that the first die rolls {{math|i}} multiplied by the chance that the second die rolls {{math|i}} or less, multiplied by 2 (because the 2 dice are interchangeable), minus the chance of both dice rolling {{math|i}} (because we counted that possibility twice by multiplying by 2). This gives
{{math_block|1=P_\text{adv}(i) = 2P(i)\sum_{j=1}^i P(j) - P(i)^2 = 2\frac{1}{n} \cdot \frac{i}{n} - \frac{1}{n^2} = \frac{2i - 1}{n^2} }}  
{{math_block|1=P_\text{adv}(i) = 2P(i)\sum_{j=1}^i P(j) - P(i)^2 = 2\frac{1}{n} \cdot \frac{i}{n} - \frac{1}{n^2} = \frac{2i - 1}{n^2<nowiki>}</nowiki> }}  
Applying that to the formula of an average of a die D{{math|n}} we get
Applying that to the formula of an average of a die D{{math|n}} we get
{{math_block|1=\mathbb{E}[\text{D}n \text{ with advantage}] = \sum_{i=1}^n i \cdot\frac{2i - 1}{n^2} = \frac{2}{n^2} \cdot \sum_{i=1}^n i^2 - \frac{1}{n^2} \cdot \sum_{i=1}^n i}}
{{math_block|1=\mathbb{E}[\text{D}n \text{ with advantage}] = \sum_{i=1}^n i \cdot\frac{2i - 1}{n^2} = \frac{2}{n^2} \cdot \sum_{i=1}^n i^2 - \frac{1}{n^2} \cdot \sum_{i=1}^n i}}
Here we can use that the sum of squares is {{math|1=\sum_{i=1}^n i^2 = \frac{1}{6}n(n + 1)(2n + 1)}}, which gives
Here we can use that the sum of squares is {{math|1=\sum_{i=1}^n i^2 = \frac{1}{6}n(n + 1)(2n + 1)}}, which gives
{{math_block|1= \mathbb{E}[\text{D}n \text{ with advantage}] = \frac{2}{n^2}\left(\frac{n(n+1)(2n+1)}{6}\right) - \frac{1}{n^2}\left(\frac{n(n+1)}{2}\right) = \frac{2n}{3} + 1 + \frac{1}{3n} - \frac{1}{2} - \frac{1}{2n} = \frac{2n}{3} + \frac{1}{2} - \frac{1}{6n} }}
{{math_block|1= \mathbb{E}[\text{D}n \text{ with advantage}] = \frac{2}{n^2}\left(\frac{n(n+1)(2n+1)}{6}\right) - \frac{1}{n^2}\left(\frac{n(n+1)}{2}\right) = \frac{2n}{3} + 1 + \frac{1}{3n} - \frac{1}{2} - \frac{1}{2n} = \frac{2n}{3} + \frac{1}{2} - \frac{1}{6n<nowiki>}</nowiki> }}
To know what bonus having advantage gives to our roll, we calculate
To know what bonus having advantage gives to our roll, we calculate
{{math_block|1= \mathbb{E}[\text{D}n \text{ with advantage}] - \mathbb{E}[\text{D}n] = \frac{2n}{3} + \frac{1}{2} - \frac{1}{6n} - \frac{n + 1}{2} = \frac{1}{6}\left(n - \frac{1}{n}\right) }}
{{math_block|1= \mathbb{E}[\text{D}n \text{ with advantage}] - \mathbb{E}[\text{D}n] = \frac{2n}{3} + \frac{1}{2} - \frac{1}{6n} - \frac{n + 1}{2} = \frac{1}{6}\left(n - \frac{1}{n}\right) }}
When we apply this expression to a d20 we get that having advantage is equivalent to an average bonus of +3.325.
When we apply this expression to a d20, the results is that having advantage is equivalent to an average bonus of +3.325.


Because of symmetry, having disadvantage instead of advantage means we can simply make the permutation of {{math|\{1, \dots, n\} \to \{n, \dots, 1\} }} for the values of dice rolls and all the calculations will remain the same. Therefore the size of the bonus of advantage is equal to the size of the penalty of disadvantage.
Because of symmetry, having disadvantage instead of advantage means we can simply make the permutation of {{math|\{1, \dots, n\} \to \{n, \dots, 1\} }} for the values of dice rolls and all the calculations will remain the same. Therefore the size of the bonus of advantage is equal to the size of the penalty of disadvantage.


==== Effects of advantage on criticals ====
==== Effects of advantage on criticals ====
When making an ability check, attack roll or saving throw, a 1 or a 20 will {{em|always}} be treated as a critical failure or success, respectively, regardless of the results after any potential modifiers are added. On a dice roll without advantage or disadvantage, this effectively means there is a {{math|1/20}} (or 5%) chance of either a critical success or failure.
When making an ability check, attack roll, or saving throw, a 1 or a 20 will {{em|always}} be treated as a critical failure or success, respectively, regardless of the results after any potential modifiers are added. On a dice roll without advantage or disadvantage, this effectively means there is a {{math|1/20}} (or 5%) chance of either a critical success or failure.


Having advantage or disadvantage can drastically increase or reduce the chance of critical successes and Failures. For example, when rolling with advantage, the only way to get a Critical Failure is to roll {{em|two}} 1s at the same time. The odds of this result is {{math|1=1/20 \cdot 1/20 = 1/400}} (or 0.25%). Conversely, rolling a Critical Success is far more likely - out of the 400 possible dice roll outcomes,  39 will result in a 20 (rolling 20 on the first die and 1, 2, 3, ... 20 on the second die, plus rolling 20 on the second die and 1, 2, 3, ... 20 on the first die, minus one so that the result of two 20s is not doubly-counted). The odds of this result is {{math|39/400}} (or 9.75%). The opposite is true for rolling with Disadvantage: a Critical Success has a 0.25% chance and a Critical Failure has a 9.75% chance.
Having advantage or disadvantage can drastically increase or reduce the chance of critical successes and Failures. For example, when rolling with advantage, the only way to get a Critical Failure is to roll {{em|two}} 1s at the same time. The odds of this result is {{math|1=1/20 \cdot 1/20 = 1/400}} (or 0.25%). Conversely, rolling a Critical Success is far more likely - out of the 400 possible dice roll outcomes,  39 will result in a 20 (rolling 20 on the first die and 1, 2, 3, ... 20 on the second die, plus rolling 20 on the second die and 1, 2, 3, ... 20 on the first die, minus one so that the result of two 20s is not doubly-counted). The odds of this result is {{math|39/400}} (or 9.75%). The opposite is true for rolling with Disadvantage: a Critical Success has a 0.25% chance and a Critical Failure has a 9.75% chance.


Effectively, rolling with advantage means that critical failures are 20 times {{em|less}} likely and critical successes are almost {{em|twice}} as likely, and the inverse is true for disadvantage.
Effectively, rolling with advantage means that critical failures are ''20 times {{em|less}} likely'', and critical successes are almost {{em|twice}} as likely, while the inverse is true for disadvantage.


{| class="wikitable"
{| class="wikitable"

Revision as of 20:56, 13 January 2024

A Deception check

Dice rolls are a central game mechanic in Baldur's Gate 3. Dice are rolled to determine the outcome of variety of situations, such as whether or not a character will succeed at using a particular skill, or if an attack will land and how much damage it will do.

Dice notation

Dice are notated with a d followed by the number of sides on that specific die:
  • D4 Force.png d4
  • D6 Radiant.png d6
  • D8 Cold.png d8
  • D10 Poison.png d10
  • D12 Psychic.png d12
  • D20.png d20

The number of dice rolled is notated by with a number placed immediately before the d, and any applicable modifiers are given as an addition (if it is a bonus) or subtraction (if is a penalty) after the dice notation. When a single twenty sided die (d20) is rolled with no modifiers, it is notated as 1d20. When two six-sided dice (d6) are rolled with a modifier of +2, the roll is notated as 2d6+2.

The range of potential results is usually given in parentheses. For example, a single dart from a Magic Missile Magic Missile spell does 1d4+1 (2-5) Force damage, meaning it rolls 1d4 and adds 1 to the result, giving a possible total of between 2 and 5 points of damage.

Modifiers

A number of modifiers are potentially added to dice rolls. These modifiers can be either bonuses which are added to the result – or penalties, which are subtracted from the results.

Ability score modifiers
Most rolls have an associated ability, and creatures add their corresponding ability score modifier to the outcome of rolls they make.
Creatures also add an ability score modifier to the save DCs of actions they take or spells that they cast, again corresponding to an associated ability.
Proficiency bonus
Creatures add their proficiency bonus to any attack rolls, ability checks, or saving throws that they make using weapons, skills, or saves that they are proficient in, as well as to all attack rolls made during spell attacks.
Creatures also add their proficiency bonus to the save DCs of spells they cast and class actions they take, and to the save DCs of actions they take using weapons they are proficient with.
Additional modifiers
Some features and conditions add additional modifiers to save DCs and the results of rolls, such as Shillelagh, which allows the caster to add their spellcasting ability modifier to their attack and damage rolls, instead of Strength or Dexterity.

d20 rolls

Whenever a creature attempts an action that has a chance of failure, they roll a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed.

These attempts are categorized either as attack rolls – which are rolled against the target's Armour Class (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC:

Formula = D20.png d20 + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)
Attack rolls
When a creature attacks a target, they make an attack roll against the target's AC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped weapon (including unarmed), but some spells – such as a Warlock's Eldritch Blast – require the caster to make spell attack rolls.
Saving throws
Traps, spells, conditions, and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or save. To attempt a save, a creature rolls a d20 against a target save DC.
Ability checks
An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.

A Difficulty Class (or DC) is a number rolled against when making ability checks or saving throws. It represents how difficult a task is to accomplish.

The number is determined by the the task attempted – or in the case of saves – the spell, condition, or action that has to be overcome.

Natural 1s and 20s

Rolling a 1 or 20 on a d20 roll is referred to as a natural 1 or natural 20. When making an attack roll or ability check, rolling a natural 1 is always an automatic failure, while a natural 20 is always an automatic success, regardless of the final result after modifiers are applied. Saving throws attempted during dialogue, and death saving throws, can also roll natural 1s and 20s.

Unlike attack rolls and ability checks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, unless they occur during dialog.

Advantage and disadvantage

The in-game symbol for advantage.
The in-game symbol for disadvantage

A number of situations and conditions give creatures advantage or disadvantage on d20 rolls. A creature that makes a roll with advantage rolls two d20 dice separately, and uses the higher of the two results. If they have disadvantage, they choose the lower of the two.

Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likewise, creatures that have both advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either.

Ability checks

Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. They are rolled against the task's Difficulty Class (DC), which is generally predetermined by the game. Each ability check is made using one of the six abilities in the game, and creatures add an ability's corresponding ability score modifier to the results of ability checks they make.

Skills

Ability checks are usually made using a specified skill. Skills are specific areas of expertise, each associated with an ability, that characters can be proficient in.

Characters add their proficiency bonus to any ability checks they make using skills they are proficient in.[note 1]

Strength icon.png
Strength

Athletics

Dexterity icon.png
Dexterity

Acrobatics
Sleight of Hand
Stealth

Intelligence icon.png
Intelligence

Arcana
History
Investigation
Nature
Religion

Wisdom icon.png
Wisdom

Animal Handling
Insight
Medicine
Perception
Survival

Charisma icon.png
Charisma

Deception
Intimidation
Performance
Persuasion

List of skills, sorted by ability
Ability Score Skills
Strength Strength
Dexterity Dexterity
Intelligence Intelligence
Wisdom Wisdom
Charisma Charisma

All characters gain proficiency in two skills based on their chosen background during character creation, and can choose 2-4 more skills to be proficient in from a list of skills determined by their class.

Additionally, some races, subclasses, and feats also give proficiency in specific skills, and bards receive the class feature Jack of All Trades at level 2, allowing them to add half their proficiency bonus (rounded down) to ability checks they make using skills they are not proficient in.

Proficiency does not stack – there's no benefit to having multiple sources of proficiency for a skill.

Expertise

Expertise.png

Characters can also have expertise in a skill, which allows them to add double their proficiency bonus when making a corresponding ability check. While it is possible to have proficiency and expertise in a skill at the same time, they do not stack. Some sources of expertise do, however, require the character to already be proficient in a skill.

Sources of expertise that require prior proficiency in the respective skill include:

  • Rogues gain expertise in any two skills they are proficient in at both level 1 and level 6.
  • Bards gain expertise in any two skills they are proficient in at both level 3 and level 10.

Sources of expertise that do not require prior proficiency in the respective skill include:

Common scenarios

Automatic rolls
Some ability checks are automatic. For example, when a creature approaches an inactive trap, the game rolls a Perception ability check to determine whether the creature notices the trap. Perception is a Wisdom skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to Disarm it, which requires a successful Sleight of Hand check, a Dexterity skill.
During dialogue
Ability checks are also common during dialogue, where some responses require an ability check to determine the outcome. Examples include using Charisma-based skills like Persuasion, Deception, or Intimidation to influence others, or Intelligence-based skills like Investigation, History, or Religion to determine or remember facts.
Contests
A contest is a special type of ability check in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.
An example of this is the Shove Shove action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise, it fails.

Saving throws

Saving throws represent a creature’s attempt to “save” themselves from harm. Spells and actions taken by other creatures frequently allow their targets to attempt a save, as do hazards like traps and surfaces. Each save has an associated ability – referred to using terms like Strength saving throw or Dexterity save – and a save DC that creatures attempting to save roll against. When attempting a save, a creature adds an ability score modifier corresponding to that save's associated ability, and if they are proficient in saves made using that ability, they add their proficiency bonus as well.

While the result of an attempted saving throw is always binary – it is either a success or a failure – the exact outcome of a successful save depends on the effect in question. Typically, the damage or conditions inflicted by the associated effect will be reduced in severity, and sometimes negated entirely.

Saving throws do not automatically fail or succeed on natural 1s and 20s, except when made during dialogue.

A number of features affect saving throws, and some races have advantage on certain saves.

Save proficiency

All classes give save proficiency with two abilities. Though when multiclassing, only the first class taken gives its save proficiencies. An additional save proficiency can be gained by taking the Resilient feat.

Save DCs

The Difficulty Class rolled against when attempting to save is called save DC. A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes. On the other hand, if it's caught in the area of effect of a Fireball Fireball, then a successful save will merely halve the damage. Saving against Thunderwave Thunderwave both halves the damage taken, and prevents a creature from being pushed by the spell.

Different mechanics calculate save DC differently:

Danger save DC
In scenarios such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. This includes consumable items such as elemental arrows or throwables.
Spell save DC
The Difficulty Class of a spell that can be saved against is determined through the following formula:
8 + proficiency bonus + spellcasting ability modifier.
Certain conditions and equipment worn by the caster can also affect their Spell Save DC.
Weapon save DC
Most weapons allow proficient users to perform special "weapon actions", which are typically limited to once per short rest (e.g. Backbreaker). These actions often include the chance to inflict a condition on the target, and these conditions require the target to attempt a Save to avoid them. Each weapon action can grant its own inherent bonus to DC that isn't listed anywhere, but is frequently +2. The Difficulty Class of saves allowed by weapon actions is calculated as follows:
Weapon Action DC = 8 + proficiency bonus + Strength or Dexterity modifier + inherent weapon action bonus DC
Certain weapon actions, notably Concussive Smash, instead allow the acting creature to either use their Spell Save DC or weapon action DC with a +2 bonus, whichever is higher.

Other effects

In the case of threats that don't originate from a spellcaster, such as a trap or a poisonous apple, the game sets the DC based on how serious the threat is intended to be. For example, a rather ineffective trap might have a DC of just 5, whereas an effective trap could have a DC of 15. A slightly spoiled tart could impose a DC 5 Constitution save when eaten, whereas a potent venom from a snake could impose a DC 15 Constitution save on the victim.

Death saving throws

Death saving throws are a special type of saving throw made by playable characters and companions after they have been Downed Downed. Death saves are made once per turn while the character remains Downed, and when the character takes damage while Downed. Three successful saves will let a creature stabilize, no longer needing to make death saves to survive, and three failures will lead to the creature becoming Dead Dead.

Death saving throws are not associated with an ability score and so don't get any modifiers, nor do they benefit from the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as Bless Bless) or specifically to death saves (such as Family Ring). Death saves are always DC 10. A character dies when three failures are accumulated, or stabilizes when three successes are accumulated, whichever happens first.

Death saving throws can be critical failures and critical successes. A natural 1 rolled for a death save will add two failures to a character's death save count, while a natural 20 will immediately stabilize the character regardless of their current death save count.

Attack rolls

Creatures make attack rolls when they attack a target, usually with a weapon or a spell.

If the result of the attack roll is equal to or higher than the target's Armour Class (AC), the attack hits, and the attacker rolls for damage. If the result is lower than the target's AC, the attack misses.

Attack roll modifiers

Attack rolls are always made using an associated ability:

  • Unarmed attacks, and attacks made with melee weapons and thrown weapons generally add the attacking creature's Strength modifier.
  • If the weapon has the Finesse property, attacks with it add either the attacker's Strength or Dexterity modifier, whichever is higher.
  • Unarmed attacks may use the attacker's Dexterity modifier if they have certain features like Dextrous Attacks from the Monk class.
  • Attacks made with ranged weapons add the creature's Dexterity modifier.
  • Spell attacks add the caster's spellcasting ability modifier, generally determined by their class.

If the attacker is proficient with the weapon they are wielding, or if the attack is a spell attack or unarmed attack, they also add their proficiency bonus.

Critical hits

Example of a critical hit with a 1d6 shortsword.

When a creature rolls a natural 20 on an attack roll, the attack is a critical hit. Critical hits automatically land regardless of the target's AC, and the attacker also rolls twice the normal number of dice to determine damage dealt, including additional dice such as those from smites or combat maneuvers. Modifiers and bonuses – including the creature's relevant ability score modifier and proficiency bonus – are not doubled.

Some feats, class features, and items reduce the critical hit threshold by 1, allowing the creature to land critical hits by rolling either 19 or 20 on attack rolls. Multiple sources of this effect stack, allowing the critical hit threshold to go even lower than 19. See list of sources of critical hit threshold reduction.

Some conditions, such as Sleeping Sleeping and Paralysed Paralysed, automatically turn all incoming attacks into critical hits.

Armour Class

Armour Class (AC) is a measurement of how difficult a creature is to be hit by an attack. In order to successfully hit a creature, the results of an attack roll must be equal to or greater than the target's Armour Class. AC can be increased by equipping armour and shields, by selecting certain feats when leveling up, or utilizing certain spells.

Formula

The formula that determines AC when wearing Armour in the torso slot is:

Torso armor AC + Dexterity modifier + shield bonus + other bonuses and penalties

The AC bonus from Dexterity is typically capped at +2 when wearing medium armour [note 2][note 3], and is reduced to zero when wearing heavy armour.

Most Shields grant +2 AC.

Other bonuses include things like the Defense fighting style, which grants +1 AC while wearing armor, and the Cloak of Protection.

Other formulas

Barkskin sets the affected creature's AC to 16 if they would otherwise have less.

Unarmoured creatures may use a different formula if they have certain features. Creatures always use whichever formula they have access to that would result in the highest AC. Alternative formulas are only used if no items marked "Light Armor", "Medium Armor", or "Heavy Armor" are being worn in any equipment slot.

Mage Armour Mage Armour and Draconic Resilience Draconic Resilience:

13 + Dexterity modifier + shield bonus + other bonuses and penalties

Unarmoured Defence (Barbarian) Unarmoured Defence (Barbarian):

10 + Constitution modifier† + Dexterity modifier + shield bonus + other bonuses and penalties

Unarmoured Defence (Monk) Unarmoured Defence (Monk):

10 + Wisdom modifier† + Dexterity modifier + other bonuses and penalties

Damage rolls

The base damage dealt by a weapon, spell, class action, or condition is usually determined by a damage roll. Damage rolls always have an associated damage type that is given following the dice notation, e.g. 1d4Damage TypesPiercing.

Damage modifiers

Modifiers added to damage rolls are only added once per source, even if multiple dice are rolled.

Which ability score modifier is added to a damage roll depends on the attack:

  • When making weapon attacks, the attacking creature usually adds the ability score modifier that they added to the attack roll.
  • Ability score modifiers are not normally added to damage rolls dealt by spells or spell attacks, unless specifically stated otherwise in the spell's description, or if enabled by some feature, such as Agonising Blast Agonising Blast.

Proficiency bonuses are not added to damage rolls unless the attack being used (e.g. Shadowsoaked Blow) says so.

Other rolls

Healing
Healing restores a target's hit points in a similar manner to damage rolls. Healing rolls may also add modifiers, but there's no general rule for this; any bonuses are determined by the source of the healing. For example, a Potion of Healing restores 2d4+2hit points. There are many magic items, class features, and other effects which also provide bonuses to healing, for example the Life Domain Life Domain's Disciple of Life Disciple of Life feature.
Wild Magic
When a Wild Magic sorcerer casts a leveled spell, a d20 is rolled to determine if they will trigger a Wild Magic Surge. A surge is triggered only when the outcome is 20. The resulting effect, and Wild Magic Barbarian surge effects for Rage: Wild Magic, are also determined with dice rolls.

Karmic Dice

The optional Karmic Dice setting, located in Gameplay Options

When the Karmic Dice option is enabled (it is by default), the game will avoid streaks of very low or very high rolls.

However, Karmic Dice influences all rolls – including those of enemies – and the results always skew toward a positive result for the dice roller. In short, the Karmic Dice setting makes combat encounters quicker and deadlier for both you and your enemies, as attacks are more likely to hit and do higher damage.

Karmic Dice was previously referred to as "Loaded Dice".

Mathematics

A wide variety of mathematics can be applied to understand dice roll mechanics in greater depth.

Armour Class mathematics

Armour Class becomes more useful the greater it is – the difference in effectiveness between 20 and 19 AC is greater than the difference in effectiveness between 15 and 14.

To illustrate this, if a defender has 15 AC and 10 HP, and the attacker has +5 to attack rolls, and deals 2 damage per attack, the defender would on average survive for 10 turns because the attack has a 50% chance to hit against 15 AC.

If the defender's AC was increased to 16 (chance to hit drops to 45%), they would instead survive for an average of 11.1 rounds (an 11% increase in effectiveness).

Meanwhile, if the defender starts with 19 AC (30% chance to be hit), they would survive for an average of 16.66 rounds. But if their AC was increased to 20 (25% chance to be hit), they would be able to survive for an average of 20 rounds (a 20% increase in effectiveness).

The difference between 25 and 24 is even greater, granting a 200% increase in effectiveness (50 vs 100 rounds).

Damage rolls mathematics

Note that due to the mathematics of dice rolls, the difference between, say, 1d8 and 2d4 is more than just the higher minimum value of 2 on the 2d4 roll. With the d8, you have an equal chance of getting, say, a 5 and an 8. On the other hand, the 2d4 roll is statistically more likely to lead to a total value of 5, rather than a total value of 8. This is most easily explained with a table of all possible outcomes:

Possible results of a 2d4 roll, highlighting the number of possibilities resulting in a total value of 5
First roll Second roll Total value
1 1 2
1 2 3
1 3 4
1 4 5
2 1 3
2 2 4
2 3 5
2 4 6
3 1 4
3 2 5
3 3 6
3 4 7
4 1 5
4 2 6
4 3 7
4 4 8

Notice how often the 5 appears in the possibilities for the total value (4 out of 16 possibilities) vs. how often the 8 appears (1 out of 16). This means a 2d4 roll has a 25% chance of resulting in 5 points of damage, but only a 6.125% chance of resulting in 8 points of damage. Meanwhile, the 1d8 roll actually has a higher chance of resulting in the maximum damage value of 8, since 1 out of 8 possibilities (12.5%) result in an 8. However, the average roll of 2d4 is 5 damage, while the average roll of 1d8 is only 4.5. Therefore, 2d4 is generally more consistent in damage output and will result in higher rolls in the long run.

Advantage mathematics

Effects of advantage on success

The benefits of rolling with advantage (or the detriments of rolling with disadvantage) change depending on the target number you need on the 1d20 roll to succeed. The bonus from advantage can be as large as 24-25% when needing a 9, 10, 11, 12, or 13 on the 1d20 roll, and as small as 9% if one needs to roll a 19.

Chance of rolling a target number or above on 1d20
Target on 1d20 Normal Roll Roll With Advantage Roll With Disadvantage
1 100% 100% 100%
2 95% 99.75% 90.25%
3 90% 99% 81%
4 85% 97.75% 72.25%
5 80% 96% 64%
6 75% 93.75% 56.25%
7 70% 91% 49%
8 65% 87.75% 42.25%
9 60% 84% 42.25%
10 55% 79.75% 30.25%
11 50% 75% 25%
12 45% 69.75% 20.25%
13 40% 64% 16%
14 35% 57.75% 12.25%
15 30% 51% 9%
16 25% 43.75% 6.25%
17 20% 36% 4%
18 15% 27.75% 2.25%
19 10% 19% 1%
20 5% 9.75% 0.25%

Effects of advantange on the average of dice rolls

A more general way of looking at advantage/disadvantage is calculating the effect on the average of dice rolls. This makes it more broadly applicable than looking at specific rolls and makes it easier to compare to other bonuses and penalties which may apply to a roll.

For this we first need to clarify the notations used below: D represents an -sided die, is the probability that a variable has value , denotes the average or expected value of a roll, and denotes the sum of a series of numbers over an index with going from through .

The formula to calculate the expected value, , of a variable is equal to the sum of every possible value of multiplied by the chance for to have that value.

In the case of an -sided die, D, this becomes:

For a regular dice roll the probability distribution is uniform, which means for any , and using , we get

Failed to parse (syntax error): {\displaystyle \mathbb{E}[\text{D}n] = \sum_{i=1}^n(i \cdot P(i)) = \frac{1}{n}\left(\frac{n(n+1)}{2}\right) = \frac{n+1}{2'"`UNIQ--nowiki-0000005C-QINU`"'}

For a dice roll with advantage the chance to roll the number is equal to the chance that the first die rolls multiplied by the chance that the second die rolls or less, multiplied by 2 (because the 2 dice are interchangeable), minus the chance of both dice rolling (because we counted that possibility twice by multiplying by 2). This gives

Failed to parse (syntax error): {\displaystyle P_\text{adv}(i) = 2P(i)\sum_{j=1}^i P(j) - P(i)^2 = 2\frac{1}{n} \cdot \frac{i}{n} - \frac{1}{n^2} = \frac{2i - 1}{n^2'"`UNIQ--nowiki-00000062-QINU`"'}

Applying that to the formula of an average of a die D we get

Here we can use that the sum of squares is , which gives

Failed to parse (syntax error): {\displaystyle \mathbb{E}[\text{D}n \text{ with advantage}] = \frac{2}{n^2}\left(\frac{n(n+1)(2n+1)}{6}\right) - \frac{1}{n^2}\left(\frac{n(n+1)}{2}\right) = \frac{2n}{3} + 1 + \frac{1}{3n} - \frac{1}{2} - \frac{1}{2n} = \frac{2n}{3} + \frac{1}{2} - \frac{1}{6n'"`UNIQ--nowiki-00000067-QINU`"'}

To know what bonus having advantage gives to our roll, we calculate

When we apply this expression to a d20, the results is that having advantage is equivalent to an average bonus of +3.325.

Because of symmetry, having disadvantage instead of advantage means we can simply make the permutation of for the values of dice rolls and all the calculations will remain the same. Therefore the size of the bonus of advantage is equal to the size of the penalty of disadvantage.

Effects of advantage on criticals

When making an ability check, attack roll, or saving throw, a 1 or a 20 will always be treated as a critical failure or success, respectively, regardless of the results after any potential modifiers are added. On a dice roll without advantage or disadvantage, this effectively means there is a (or 5%) chance of either a critical success or failure.

Having advantage or disadvantage can drastically increase or reduce the chance of critical successes and Failures. For example, when rolling with advantage, the only way to get a Critical Failure is to roll two 1s at the same time. The odds of this result is (or 0.25%). Conversely, rolling a Critical Success is far more likely - out of the 400 possible dice roll outcomes, 39 will result in a 20 (rolling 20 on the first die and 1, 2, 3, ... 20 on the second die, plus rolling 20 on the second die and 1, 2, 3, ... 20 on the first die, minus one so that the result of two 20s is not doubly-counted). The odds of this result is (or 9.75%). The opposite is true for rolling with Disadvantage: a Critical Success has a 0.25% chance and a Critical Failure has a 9.75% chance.

Effectively, rolling with advantage means that critical failures are 20 times less likely, and critical successes are almost twice as likely, while the inverse is true for disadvantage.

Chance of Critical Successes and Failures with Advantage and Disadvantage
Outcome Normal Roll Roll With Advantage Roll With Disadvantage
Critical Failure (1) 5% 0.25% 9.75%
Critical Success (20) 5% 9.75% 0.25%

External Links

Footnotes

  1. These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game.
  2. The Medium Armour Master feat increases the cap from +2 to +3.
  3. A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include Yuan-Ti Scale Mail, Unwanted Masterwork Scalemail, Sharpened Snare Cuirass, and Armour of Agility.