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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. |