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→d20 rolls
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If the final result of the roll, after any applicable modifiers are added, is equal to or exceeds the targwt mumber, the attempt was successful. | If the final result of the roll, after any applicable modifiers are added, is equal to or exceeds the targwt mumber, the attempt was successful. | ||
=== | === d20 mechanics === | ||
A number of | A number of unique mechanics apply to d20 rolls. | ||
==== Difficulty Class ==== | |||
Difficulty Class (or DC) is a number rolled against when making ability checks on 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. | |||
===== Danger DC ===== | |||
In scenarios such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. This includes single-use items such as elemental arrows or throwables. | |||
===== Spell DC ===== | |||
For the Difficulty class of a spells that can be saved against is determined through the following formula: | |||
<div style="text-align: center;">Difficulty Class = {{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div> | |||
===== Weapon action DC ===== | |||
The Difficulty Class of saves allowed by weapon actions is calculated as follows: | |||
<div style="text-align: center; font-weight:bold;">{{InfoBlob|1=Weapon Action DC = 8 + proficiency bonus + [[Strength|Strength]] or [[Dexterity|Dexterity]] + inherent weapon action bonus DC]]}}</div> | |||
FEach Weapon Action can grant its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. | |||
===== Hybrid 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. | |||
==== Natural 1s and 20s ==== | ==== Natural 1s and 20s ==== |