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Dice rolls: Difference between revisions

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(→‎d20 rolls: copy-editing, format changes)
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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.


=== Unique mechanics ===
=== d20 mechanics ===
A number of gameplay mechanics apply only to d20 rolls.
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 ====
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