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Damage: Difference between revisions
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== 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 are [[dice rolls]] made using the dice specified in the harmful source's description. | The base damage dealt by a [[weapons|weapon]], [[spells|spell]], class action or condition is usually determined by a ''damage roll''. Damage rolls are [[dice rolls]] made using the dice specified in the harmful source's description. | ||
=== Notation === | === Notation === | ||
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Dice used when making damage rolls is usually any number of dice with a minimum size of d4 and a maximum size of d12. | Dice used when making damage rolls is usually any number of dice with a minimum size of d4 and a maximum size of d12. | ||
=== Modifiers === | |||
When a creature deals damage,they make a damage roll and add any applicable modifiers to the results.{{note|Unlike d20 rolls, creatures normally do not add their [[proficiency|proficiency bonus]] to the results of their damage rolls.}} Modifiers are only added {{em|once}} per source, even multiple dice are rolled. | |||
Damage rolls typically have an associated [[abilities|ability]], and creatures add their corresponding ability score modifier to the results of those rolls. | |||
==== Weapon attacks ==== | |||
When making weapon attacks, the attacking creature's usually add their [[Strength]] or [[Dexterity]] modifier to the results of their damage roll. | |||
Whether Strength or Dexterity is used depends on the weapon: usually Strength for melee weapons and Dexterity for ranged weapons. The exceptions to this rule are [[Finesse]] weapons, which automatically select Strength or Dexterity, whichever score is higher; and [[Thrown]] weapons, which use Strength for both melee and ranged attacks. If a weapon is both Thrown and Finesse, it uses the higher of Strength and Dexterity for both melee and ranged attacks. | |||
Some examples, to make the possible combinations of Finesse and Thrown easier to understand: | |||
* Using a [[Maul]] for a melee attack always uses Strength. | |||
* Using a [[Rapier]] (Finesse) for a melee attack uses Strength or Dexterity; whichever the attacking creature has a higher score in. | |||
* Shooting a [[Longbow]] for a ranged attack always uses Dexterity. | |||
* Throwing a [[Handaxe]] (Thrown) for a ranged attack uses Strength. | |||
* Throwing a [[Dagger]] (Finesse & Thrown) for a ranged attack uses Strength or Dexterity, whichever is higher. | |||
Whether it's Strength or Dexterity that ends up being used, the following table defines the value of the modifier: | |||
==== Spells ==== | |||
Casters do usually not add their ability score modifier to the damage rolls of spells they cast, unless a [[features|class features]] specifically permits them to do so, such as in the case of [[Warlock|warlocks]] with the {{SAI|Agonising Blast}} Invitation adding their [[Charisma]] modifier to the results of the damage rolls of {{SAI|Eldritch Blast}}. | |||
=== Example === | |||
A successful attack with a {{WeaponIcon|Daggers}} [[Daggers|Dagger]] does a base of {{DamageText|1d4|Piercing}} damage (1~4). This means a single four-sided die [[File:D4_Piercing.png|20px|link=]] is rolled to determine the damage, for a total of 1 to 4 piercing damage. Most weapons use a single damage die, but some two-handed weapons use two: a successful attack with a {{WeaponIcon|Greatswords}} [[Greatswords|Greatsword]] does {{DamageText|2d6|Slashing}} damage (2~12), rolling two six-sided dice [[File:D6_Slashing.png|20px|link=]] for a total of 2 to 12 slashing damage. Damaging spells typically roll more dice: for example, being caught in a {{SAI|Fireball}} will cause {{DamageText|8d6|Fire}} damage (8~48), though a successful [[Saving Throw]] can reduce it to half. | |||
== Damage types == | == Damage types == | ||
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== Sources of damage == | == Sources of damage == | ||
== A bit of mathematics == | == A bit of mathematics == | ||
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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. | 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. | ||
== See also == | |||
* [[:Category:Sources of damage]] | |||
{{NavGameplay}} | {{NavGameplay}} | ||
[[Category:Gameplay mechanics]] | [[Category:Gameplay mechanics]] |