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Dice rolls: Difference between revisions

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A creature's [[Ability Score]]s can modify the result of dice rolls depending on how high or low the score is.  (It can be negative if the score is very low.)
A creature's [[Ability Score]]s can modify the result of dice rolls depending on how high or low the score is.  (It can be negative if the score is very low.)


{| class="wikitable mw-collapsible mw-collapsed" style="width: 30%; text-align: center;"
{| class="wikitable" style="width: 30%; text-align: center;"
|+ Ability Score Modifier depending on the value of the corresponding Ability Score
|+ Ability Score Modifier depending on the value of the corresponding Ability Score
! Score !! Modifier
! Score !! Modifier
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Which Ability Score is used to determine the Modifier depends on the roll that's being made.
Which Ability Score is used to determine the Modifier depends on the roll that's being made.


==== Attack Rolls ====
==== For Attack Rolls ====


Weapon attacks will generally use Strength or Dexterity, depending on the weapon.  For example, a [[Greatsword]] will always use Strength, and a [[Longbow]] will always use Dexterity.  For some weapons, the higher of two Ability Scores can be chosen for the roll.  This includes melee weapons with the Finesse property such as [[Rapier]], and ranged weapons with the [[Thrown]] property such as [[Handaxe]].
Weapon attacks will generally use Strength or Dexterity, depending on the weapon.  For example, a [[Greatsword]] will always use Strength, and a [[Longbow]] will always use Dexterity.  For some weapons, the higher of two Ability Scores can be chosen for the roll.  This includes melee weapons with the Finesse property such as [[Rapier]], and ranged weapons with the [[Thrown]] property such as [[Handaxe]].


Spell attacks will use an [[Ability Score]] depending on the [[Class]] of the creature making it.  See table above.
Spell attacks will use an [[Ability Score]] depending on the [[Class]] of the creature making it; see table above, under the section [[#Attack Roll]].


==== Saving Throws ====
==== For Saving Throws ====


For saves against specific spells and conditions, the spell or condition in question determines which [[Ability Score]] is used to make the save.  For example, the [[Web]] spell requires you to make a Dexterity save, whereas [[Crown of Madness]] requires a Wisdom save.  As with most spells and effects related to poison, [[Poison Spray]] requires a Constitution saving throw.
For saves against specific spells and conditions, the spell or condition in question determines which Ability Score is used to make the save.  For example, the [[Web]] spell requires you to make a Dexterity save, whereas [[Crown of Madness]] requires a Wisdom save.  As with most spells and effects related to poison, [[Poison Spray]] requires a Constitution saving throw.


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


See the table above for the different categories of Ability Checks and which Ability Score they use to determine the Modifier.
Which Ability Score is used for an Ability Check depends on the category or type of Ability Check, such as Athletics, Sleight of Hand, History, Perception, Deception, and so on.  See the table above, under the section [[#Ability Check]], for the different categories and which Ability Score they use for the Modifier.


=== Proficiency Bonus ===
=== Proficiency Bonus ===


To do.
==== For Attack Rolls ====
 
Weapon attacks can benefit from Proficiency with the type of weapon that's being used. This can be granted by your [[Race]], [[Class]], or [[Feats]] you choose after leveling up.
 
Spell attacks gain from Proficiency in spell casting, which all classes capable of casting spells have.
 
==== For Saving Throws ====
 
You can have proficiency in a specific kind of Saving Throw, like Strength Saving Throw, Dexterity Saving Throw, and so on.
 
There is no other categorization of Saving Throws.
 
==== For Ability Checks ====
 
You can have proficiency in any of the specific Ability Check categories:
 
* Athletics
* Acrobatics
* Sleight of Hand
* Stealth
* Arcana
* History
* Investigation
* Nature
* Religion
* Animal Handling
* Insight
* Medicine
* Perception
* Survival
* Deception
* Intimidation
* Performance
* Persuasion

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