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The exact algorithm for Karmic Dice is not presently known and may be changed between versions of the game. | The exact algorithm for Karmic Dice is not presently known and may be changed between versions of the game. | ||
= Types of Rolls = | = Types of Rolls = | ||
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<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + Proficiency Bonus}}'''</div> | <div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + Proficiency Bonus}}'''</div> | ||
Attacks done with [[Weapons]] always use an Attack Roll to determine success. Some spells also use an Attack Roll to determine whether they hit their intended target (such as [[Fire Bolt]] or [[Eldritch Blast]]), though other spells hit the target automatically (such as [[Magic Missile]] or [[Fireball]]). A spell that hits its target automatically may allow the target to make a Saving Throw instead; see below. | Attacks done with [[Weapons]] always use an Attack Roll to determine success. Some spells also use an Attack Roll to determine whether they hit their intended target (such as {{SmallIcon|Fire Bolt Icon.png}} [[Fire Bolt]] or {{SmallIcon|Eldritch Blast Icon.png}} [[Eldritch Blast]]), though other spells hit the target automatically (such as {{SmallIcon|Magic Missile Icon.png}} [[Magic Missile]] or {{SmallIcon|Fireball Icon.png}} [[Fireball]]). A spell that hits its target automatically may allow the target to make a Saving Throw instead; see below. | ||
The Attack Roll should not be confused with the Damage Roll, which instead determines the amount of damage done to a target by a successful attack. | The Attack Roll should not be confused with the Damage Roll, which instead determines the amount of damage done to a target by a successful attack. | ||
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As a special case, a roll of 1 means that the attack fails regardless of bonuses or the target's Armour Class. This is called a '''Critical Miss'''. | As a special case, a roll of 1 means that the attack fails regardless of bonuses or the target's Armour Class. This is called a '''Critical Miss'''. | ||
Likewise, a roll of 20 means the attack succeeds regardless of the target's Armour Class. This is called a '''Critical Hit.''' A critical hit also affects the result of the Damage Roll. Currently, a critical hit doubles all damage dice involved in the damage roll (including additional dice such as those from Smites or Combat Maneuvers), but not the bonuses from modifiers or other flat damage bonuses such as [[Great Weapon Master: All In]]. | Likewise, a roll of 20 means the attack succeeds regardless of the target's Armour Class. This is called a '''Critical Hit.''' A critical hit also affects the result of the Damage Roll. Currently, a critical hit doubles all damage dice involved in the damage roll (including additional dice such as those from Smites or Combat Maneuvers), but not the bonuses from modifiers or other flat damage bonuses such as {{SmallIcon|Great Weapon Master All-In Icon.png}} [[Great Weapon Master: All In]]. | ||
=== Attack Roll Modifiers === | === Attack Roll Modifiers === | ||
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For the creature's Proficiency Bonus to be added to the roll, the creature must be [[Proficiency|proficient]] in the kind of attack it's making. For weapon attacks, this is based on whether the creature has proficiency in the weapon being used. For spells, it's based on whether the creature has any innate spell casting capability granted by its class, subclass, or Feats. | For the creature's Proficiency Bonus to be added to the roll, the creature must be [[Proficiency|proficient]] in the kind of attack it's making. For weapon attacks, this is based on whether the creature has proficiency in the weapon being used. For spells, it's based on whether the creature has any innate spell casting capability granted by its class, subclass, or Feats. | ||
Attack Rolls can also have | Attack Rolls can also have {{Advantage}} / {{Disadvantage}}. | ||
== Damage Roll == | == Damage Roll == | ||
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A '''Damage Roll''' is performed when a successful attack is made, a spell hits a target, a trap is activated, and so on. The result determines the damage done, in terms of hit-points. This roll can involve any type and number of dice. | A '''Damage Roll''' is performed when a successful attack is made, a spell hits a target, a trap is activated, and so on. The result determines the damage done, in terms of hit-points. This roll can involve any type and number of dice. | ||
For example, a successful hit with a [[Dagger]] will lead to a D4 being rolled to determine the damage (referred to as 1d4 damage), whereas a successful attack with a [[Greatsword]] will lead to two D6 being rolled (referred to as 2d6) for a total damage of 2 to 12. Being caught in a [[Fireball]] will cause 8d6 points of damage, though a successful Saving Throw (see below) can reduce it to half. | For example, a successful hit with a [[Dagger]] will lead to a D4 being rolled to determine the damage (referred to as 1d4 damage), whereas a successful attack with a [[Greatsword]] will lead to two D6 being rolled (referred to as 2d6) for a total damage of 2 to 12. Being caught in a {{SmallIcon|Fireball Icon.png}} [[Fireball]] will cause 8d6 points of damage, though a successful Saving Throw (see below) can reduce it to half. | ||
=== Damage Roll Modifiers === | === Damage Roll Modifiers === | ||
For attacks made with weapons, the total value resulting from the roll is affected by the attacking creature's [[Ability Score Modifier]]. For the damage of spell attacks, no such modifier applies, except when explicitly granted by a magical item or class feature, such as the [[Warlock]]'s [[Eldritch Invocation|Agonising Blast]] invocation. | For attacks made with weapons, the total value resulting from the roll is affected by the attacking creature's [[Ability Score Modifier]]. For the damage of spell attacks, no such modifier applies, except when explicitly granted by a magical item or class feature, such as the [[Warlock]]'s {{SmallIcon|Agonizing_Blast_Icon.png}} [[Eldritch Invocation|Agonising Blast]] invocation. | ||
== Saving Throw == | == Saving Throw == | ||
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=== Effect of Success === | === Effect of Success === | ||
A successful save could mean completely avoiding negative effects, or it could mean reducing the damage received. 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]], then a successful save will merely halve the damage. Some effects don't allow for a Saving Throw at all, for example the damage taken from [[Magic Missile]]. | A successful save could mean completely avoiding negative effects, or it could mean reducing the damage received. 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 {{SmallIcon|Fireball_Icon.png}} [[Fireball]], then a successful save will merely halve the damage. Some effects don't allow for a Saving Throw at all, for example the damage taken from {{SmallIcon|Magic Missile Icon.png}} [[Magic Missile]]. | ||
== Ability Check == | == Ability Check == | ||
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A '''Contest''' is a special type of Ability Check in which two creatures both roll an Ability Check or Skill Check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check. | A '''Contest''' is a special type of Ability Check in which two creatures both roll an Ability Check or Skill 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]] action, where the creature attempting the Shove must roll Athletics, and the defending creature is allowed to roll either Athletics or Acrobatics to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds, otherwise it fails. | An example of this is the {{SmallIcon|Bonus_Action_Shove_Icon.png}} [[Shove]] action, where the creature attempting the Shove must roll Athletics, and the defending creature is allowed to roll either Athletics or Acrobatics to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds, otherwise it fails. | ||
= Modifiers = | = Modifiers = | ||
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For Weapon attacks, the same rules apply to Damage Rolls as for Attack Rolls. If the Damage Roll involves multiple dice, such as the 2d6 damage of a Greatsword, then the Modifier is applied to the total value, not to each individual die. | For Weapon attacks, the same rules apply to Damage Rolls as for Attack Rolls. If the Damage Roll involves multiple dice, such as the 2d6 damage of a Greatsword, then the Modifier is applied to the total value, not to each individual die. | ||
For the damage of Spells, there is generally no Ability Score Modifier, though there are exceptions to this rule. For example, [[Eldritch Invocation|Agonising Blast]] allows the [[Warlock]] to add its Charisma Modifier to the damage of [[Eldritch Blast]]. | For the damage of Spells, there is generally no Ability Score Modifier, though there are exceptions to this rule. For example, {{SmallIcon|Agonizing_Blast_Icon.png}} [[Eldritch Invocation|Agonising Blast]] allows the [[Warlock]] to add its Charisma Modifier to the damage of {{SmallIcon|Eldritch Blast Icon.png}}[[Eldritch Blast]]. | ||
=== For Saving Throws === | === For Saving Throws === |