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Dice rolls: Difference between revisions
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== d20 rolls == | == d20 rolls == | ||
d20 rolls are | Ability checks, attack rolls and saving throws all require a d20 to be rolled against a target number in order to determine success; attack rolls are rolled against the target's [[Armour Class]] (AC), and ability checks and saving throws are rolled against a target [[Difficulty Class]] (DC). | ||
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. | |||
=== Unique mechanics === | === Unique mechanics === | ||
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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. 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. | ||
=== Attack rolls === | |||
{{see also|Attacks}} | |||
A creature that attacks a target makes an attack roll against the target's AC to determine whether they hit or miss them. If the attack is a hit, it generally deals damage, and the attacker may roll 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 a spell attacks. | |||
==== Attack roll modifiers ==== | |||
All attack rolls are made with an associated ability, and creatures add their corresponding ability score modifier to the results of their attack rolls: | |||
* 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. | |||
* 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]]. | |||
Some class features and spells allow a creature to add alternative or additional ability score modifiers to their attack rolls, such as [[Shillelagh]], which allows the caster to add their spellcasting modifier to instead add their attack and damage rolls. | |||
Creatures also add their proficiency bonus to the attack rolls of their spell attacks, as well as to any attack rolls they make with weapons that they are proficient with. | |||
==== Critical hits ==== | |||
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword. The damage dice are doubled, but the Dexterity modifier is not.]] | [[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword. The damage dice are doubled, but the Dexterity modifier is not.]] | ||
A natural 20 on an attack roll is a [[Critical hit|critical hit]]. In addition to being an automatic hit, the creature rolls twice the normal number of dice to determine damage, including additional dice such as those from smites or combat manoeuvres. "Flat" damage bonuses that add a fixed number are not doubled by a critical hit; this includes ability score modifiers, weapon enhancement bonuses and features and abilities like {{SAI|Great Weapon Master: All In}}. | A natural 20 on an attack roll is a [[Critical hit|critical hit]]. In addition to being an automatic hit, the creature rolls twice the normal number of dice to determine damage, including additional dice such as those from smites or combat manoeuvres. "Flat" damage bonuses that add a fixed number are not doubled by a critical hit; this includes ability score modifiers, weapon enhancement bonuses and features and abilities like {{SAI|Great Weapon Master: All In}}. | ||
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Some equipment, feats and class features (notably the {{class|Champion}}'s {{SAI|Improved Critical Hit}}) allow a creature to score a critical hit on natural rolls of 19 or 20, or even 18 to 20. The benefits are the same as for a regular critical hit. | Some equipment, feats and class features (notably the {{class|Champion}}'s {{SAI|Improved Critical Hit}}) allow a creature to score a critical hit on natural rolls of 19 or 20, or even 18 to 20. The benefits are the same as for a regular critical hit. | ||
=== 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''. This is a d20 roll, with the relevant Ability and Difficulty Class (DC) determined by the source of the effect. If the final result of the roll equals or exceeds the DC, the save is successful. | 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''. This is a d20 roll, with the relevant Ability and Difficulty Class (DC) determined by the source of the effect. If the final result of the roll equals or exceeds the DC, the save is successful. | ||
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Unlike attacks, 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 attacks, 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. | ||
==== | ==== Successful saves ==== | ||
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 {{SAI|Fireball}}, then a successful save will merely halve the damage. Saving against {{SAI|Thunderwave}} both halves the damage taken, and prevents a creature from being pushed by the spell. | 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 {{SAI|Fireball}}, then a successful save will merely halve the damage. Saving against {{SAI|Thunderwave}} both halves the damage taken, and prevents a creature from being pushed by the spell. | ||
Some effects don't allow a saving throw, for example the spell {{SAI|Sleep}}. | Some effects don't allow a saving throw, for example the spell {{SAI|Sleep}}. | ||
==== Death saves ==== | |||
When a player character is {{cond|Downed}}, they make a special [[Death Saving Throw]] each turn to determine if they slip closer to death. Death saves 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. | When a player character is {{cond|Downed}}, they make a special [[Death Saving Throw]] each turn to determine if they slip closer to death. Death saves 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 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. | ||
=== Ability checks === | |||
{{hatnote|See also [[Abilities#Ability checks|Ability checks]] in the [[Abilities]] article}} | {{hatnote|See also [[Abilities#Ability checks|Ability checks]] in the [[Abilities]] article}} | ||
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. | 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. | ||
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Some ability checks are based only on the base Ability Score. A common example is exerting willpower to use the Tadpole's influence on other characters during dialogue. Checks like this have no applicable proficiency, and never add a proficiency bonus. | Some ability checks are based only on the base Ability Score. A common example is exerting willpower to use the Tadpole's influence on other characters during dialogue. Checks like this have no applicable proficiency, and never add a proficiency bonus. | ||
=== Other d20 rolls === | |||
When a | When a [[Wild Magic (sorcerer)]] sorcerer casts a leveled spell, a d20 is rolled to determine if they will trigger a [[Wild Magic (passive feature)|Wild Magic]] Surge. A surge is triggered only when the outcome is 20. The resulting effect, and {{Class|Wild Magic Barbarian}} surge effects for [[Rage: Wild Magic]], are also determined with dice rolls. | ||
== Other rolls == | == Other rolls == |