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Dice rolls: Difference between revisions

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=== Attack Roll ===
=== Attack Roll ===


When a creature attacks another, it rolls a d20.  The result is modified by its [[Ability Score Modifier]] and [[Proficiency Bonus]].  If the result matches or exceeds the [[Armor 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 armor, or the target was able to dodge or parry.
When a creature attacks another, it rolls a d20.  The result is modified by its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  If the result matches or exceeds the [[Armor 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 armor, or the target was able to dodge or parry.


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.
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.
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=== Saving Throw ===
=== Saving Throw ===


Various types of danger can be avoided by making a Saving Throw, also called making a save.  The creature rolls a d20, and adds its [[Ability Score Modifier]] and [[Proficiency Bonus]].  The source of danger determines the [[Difficulty Class]] of the save as well as the [[Ability Score]] that determines the Modifier.  If the result of the roll matches or exceeds the Difficulty Class, the save succeeds.
Various types of danger can be avoided by making a Saving Throw, also called making a save.  The creature rolls a d20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  The source of danger determines the [[Difficulty Class]] of the save as well as the [[Ability Score]] that determines the Modifier.  If the result of the roll matches or exceeds the Difficulty Class, the save succeeds.


A successful save could mean completely avoiding negative effects, or it could mean halving the damage received.  For example, successfully saving against a spike trap could mean that you take no damage at all because you've successfully evaded the spikes.  On the other hand, if a [[Fireball]] is cast on you, be it by a spellcaster or a magical trap, then a successful Saving Throw will merely cut the damage in half.  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 halving the damage received.  For example, successfully saving against a spike trap could mean that you take no damage at all because you've successfully evaded the spikes.  On the other hand, if a [[Fireball]] is cast on you, be it by a spellcaster or a magical trap, then a successful Saving Throw will merely cut the damage in half.  Some effects don't allow for a Saving Throw at all, for example the damage taken from [[Magic Missile]].
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=== Ability Check ===
=== Ability Check ===


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 [[Proficiency Bonus]].  Every attempted action has a specific [[Difficulty Class]] which the result of the roll must match or exceed so as to succeed.  There are also different types of Ability Checks, determining which [[Ability Score]] is used to determine the Modifier.
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|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  Every attempted action has a specific [[Difficulty Class]] which the result of the roll must match or exceed so as to succeed.  There are also different types of Ability Checks, determining which [[Ability Score]] is used to determine the Modifier.


For example, when a trap is near a creature, the game rolls a Perception Check for it, to determine whether the creature notices the existence of the trap.  (This is not to be confused with making a Saving Throw after the trap is activated.)  Once the trap is detected, the creature may attempt to disarm it, which requires a Sleight of Hand Check.
For example, when a trap is near a creature, the game rolls a Perception Check for it, to determine whether the creature notices the existence of the trap.  (This is not to be confused with making a Saving Throw after the trap is activated.)  Once the trap is detected, the creature may attempt to disarm it, which requires a Sleight of Hand Check.

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