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Dice rolls: Difference between revisions

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In most circumstances, when a character makes a die roll, their [[Ability Score Modifier]] and [[Proficiency Bonus]] are added to the roll to determine the final result.  The most common exception to this is the [[#Damage Roll|Damage Roll]], which doesn't add a character's proficiency bonus unless explicitly stated.
In most circumstances, when a character makes a die roll, their [[Ability Score Modifier]] and [[Proficiency Bonus]] are added to the roll to determine the final result.  The most common exception to this is the [[#Damage Roll|Damage Roll]], which doesn't add a character's proficiency bonus unless explicitly stated.


The various types of dice used in rolls are referred to by the number of sides they have: D4, D6, D8, D10, D12, and D20.  Abbreviations are used to refer to the total number of dice used in a roll, such as 1d6 for rolling one D6 die, 2d4 for rolling two D4 dice, 8d6 for rolling eight D6 dice, and so on.
The various types of dice used in rolls are referred to by the number of sides they have: {{DieIcon|d4|Force}} D4, {{DieIcon|d6|Radiant}} D6, {{DieIcon|d8|Cold}} D8, {{DieIcon|d10|Poison}} D10, {{DieIcon|d12|Psychic}} D12, and {{D20}}.  Abbreviations are used to refer to the total number of dice used in a roll, such as 1d6 for rolling one D6 die, 2d4 for rolling two D4 dice, 8d6 for rolling eight D6 dice, and so on.


Some rolls need to reach a certain value to be considered a success.  This is usually done with a {{D20}}, and the target value is called the [[Difficulty Class]] of the roll.  Rolling a 1 on a D20 is referred to as a Natural 1 and rolling a 20 is referred to as a Natural 20.  On some rolls, these can have special effects, such as automatically failing or succeeding the roll, ignoring Modifiers and Difficulty Class.
Some rolls need to reach a certain value to be considered a success.  This is usually done with a {{D20}}, and the target value is called the [[Difficulty Class]] of the roll.  Rolling a 1 on a D20 is referred to as a Natural 1 and rolling a 20 is referred to as a Natural 20.  On some rolls, these can have special effects, such as automatically failing or succeeding the roll, ignoring Modifiers and Difficulty Class.


= Karmic Dice =
= Karmic Dice =
 
[[File:karmic dice setting.png|200px|thumb|The optional Karmic Dice setting, located in Gameplay Options]]
[[File:karmic dice setting.png|right|thumb|The optional Karmic Dice setting, located in Gameplay Options]]
In Baldur's Gate 3 Early Access, the '''Karmic Dice''' option (previously referred to as 'Loaded Dice') is enabled by default. When this option is enabled, the game will avoid frustrating streaks of very low rolls in a row.
In Baldur's Gate 3 Early Access, the '''Karmic Dice''' option (previously referred to as 'Loaded Dice') is enabled by default. When this option is enabled, the game will avoid frustrating streaks of very low rolls in a row.


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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.


{{clear}}


= Types of Rolls =
= Types of Rolls =
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When a creature attacks another, the game rolls a D20.  The result is modified by the attacking creature's [[Ability Score Modifier]] and [[Proficiency Bonus]].  If the result matches or exceeds the [[Armour Class]] of the target, then the attack is successful.  Otherwise, it's a failure; this could mean the attack was a miss, failed to hurt the target due to its armour, or the target was able to dodge or parry.
When a creature attacks another, the game rolls a D20.  The result is modified by the attacking creature's [[Ability Score Modifier]] and [[Proficiency Bonus]].  If the result matches or exceeds the [[Armour Class]] of the target, then the attack is successful.  Otherwise, it's a failure; this could mean the attack was a miss, failed to hurt the target due to its armour, or the target was able to dodge or parry.


Result = {{D20}} + Ability Score Modifier + Proficiency Bonus
<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 [[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.
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The creature rolls a D20, and adds its [[Ability Score Modifier]] and [[Proficiency Bonus]] (if Proficient in that type of saving throw).  The result must reach or exceed the Difficulty Class of the Saving Throw.
The creature rolls a D20, and adds its [[Ability Score Modifier]] and [[Proficiency Bonus]] (if Proficient in that type of saving throw).  The result must reach or exceed the Difficulty Class of the Saving Throw.


Result = {{D20}} + Ability Score Modifier + Proficiency Bonus (if Proficient)
<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + Proficiency Bonus (if Proficient)}}'''</div>


=== Saving Throw Modifiers ===
=== Saving Throw Modifiers ===
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The Difficulty Class is also determined by the source of danger.  If a creature casts a spell that imposes a Saving Throw on another, the Difficulty Class is determined by the '''spell caster's''' Modifiers, using the following formula:
The Difficulty Class is also determined by the source of danger.  If a creature casts a spell that imposes a Saving Throw on another, the Difficulty Class is determined by the '''spell caster's''' Modifiers, using the following formula:


Difficulty Class = 8 + Ability Score Modifier + Proficiency Bonus
<div style="text-align: center;">'''Difficulty Class = {{InfoBlob|8 + Ability Score Modifier + Proficiency Bonus}}'''</div>
 
In other scenarios, such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is.
In other scenarios, such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is.


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Various actions, other than attacking or making a save, still require the creature to make an attempt that may fail.  The creature rolls a D20, and adds its [[Ability Score Modifier]] and possibly its [[Proficiency Bonus]].  The attempted action has a specific [[Difficulty Class]] which the result of the roll must match or exceed.
Various actions, other than attacking or making a save, still require the creature to make an attempt that may fail.  The creature rolls a D20, and adds its [[Ability Score Modifier]] and possibly its [[Proficiency Bonus]].  The attempted action has a specific [[Difficulty Class]] which the result of the roll must match or exceed.


Result = {{D20}} + Ability Score Modifier + Proficiency Bonus
<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + Proficiency Bonus}}'''</div>


Ability Checks can be based purely on an [[Ability Score]], in which case they can only benefit from the Ability Score Modifier, but not the Proficiency Bonus.
Ability Checks can be based purely on an [[Ability Score]], in which case they can only benefit from the Ability Score Modifier, but not the Proficiency Bonus.
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For saves against various threats, the threat in question determines which Ability Score is used to make the save.  For example, the {{SmallIcon|Web Spell Icon.png}} [[Web]] spell requires you to make a Dexterity Save, whereas {{SmallIcon|Crown of Madness Icon.png}} [[Crown of Madness]] requires a Wisdom Save.
For saves against various threats, the threat in question determines which Ability Score is used to make the save.  For example, the {{SmallIcon|Web Spell Icon.png}} [[Web]] spell requires you to make a Dexterity Save, whereas {{SmallIcon|Crown of Madness Icon.png}} [[Crown of Madness]] requires a Wisdom Save.


An Ability Score Modifier is also used when a creature imposes a Saving Throw on another, such as by casting a spell.  The Modifier affects the Difficulty Class (DC) of the Save imposed on the target, using the formula: {{code|<nowiki>Spell Save DC = 8 + Spellcasting Ability Modifier + Proficiency Bonus</nowiki>}}. This allows spellcasters to increase the effectiveness of their spells by increasing their [[Spells#Spellcasting_Ability_Modifier|Spellcasting Ability Modifier]], even when those spells do not involve Attack Rolls.
An Ability Score Modifier is also used when a creature imposes a Saving Throw on another, such as by casting a spell.  The Modifier affects the Difficulty Class (DC) of the Save imposed on the target, using the formula:  
 
<div style="text-align: center;">'''Spell Save DC = {{InfoBlob|8 + Spellcasting Ability Score Modifier + Proficiency Bonus}}'''</div>
 
This allows spellcasters to increase the effectiveness of their spells by increasing their [[Spells#Spellcasting_Ability_Modifier|Spellcasting Ability Modifier]], even when those spells do not involve Attack Rolls.


Note: The Ability Score used to determine the Spell Save DC is not necessarily the same as the type of Saving Throw imposed on targets.  Instead, much like for Attack Rolls, it uses the caster's [[Spells#Spellcasting_Ability_Modifier|Spellcasting Ability Modifier]]. For example, a [[Wizard]]'s Spell Save DC is determined by their Intelligence modifier, but a creature targeted by a {{SmallIcon|Web Spell Icon.png}} [[Web]] spell cast by a Wizard must still make a ''Dexterity'' Save.
Note: The Ability Score used to determine the Spell Save DC is not necessarily the same as the type of Saving Throw imposed on targets.  Instead, much like for Attack Rolls, it uses the caster's [[Spells#Spellcasting_Ability_Modifier|Spellcasting Ability Modifier]]. For example, a [[Wizard]]'s Spell Save DC is determined by their Intelligence modifier, but a creature targeted by a {{SmallIcon|Web Spell Icon.png}} [[Web]] spell cast by a Wizard must still make a ''Dexterity'' Save.
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A creature can have Proficiency in a specific type of Saving Throw, like Strength Saving Throws or Dexterity Saving Throws.  Each [[Class]] gains Proficiency in two such types of Saving Throw at level 1, and can add their Proficiency Bonus to those types of Saving Throws.
A creature can have Proficiency in a specific type of Saving Throw, like Strength Saving Throws or Dexterity Saving Throws.  Each [[Class]] gains Proficiency in two such types of Saving Throw at level 1, and can add their Proficiency Bonus to those types of Saving Throws.


A creature's Proficiency Bonus also affects the Difficulty Class of the Saving Throw that enemies must roll when affected by that creature's spells (and some non-spell abilities).  The formula for this is: {{code|<nowiki>Spell Save DC = 8 + Spellcasting Ability Modifier + Proficiency Bonus</nowiki>}}.
A creature's Proficiency Bonus also affects the Difficulty Class of the Saving Throw that enemies must roll when affected by that creature's spells (and some non-spell abilities).  The formula for this is:  
 
<div style="text-align: center;">'''Spell Save DC = {{InfoBlob|8 + Spellcasting Ability Score Modifier + Proficiency Bonus}}'''</div>


=== For Ability Checks ===
=== For Ability Checks ===
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