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>replaced the examples of gaining advantage and disadvantage on attack rolls when attacking enemies on higher/lower ground (it was patched several updates ago and now only gives flat -2/+2 bonuses) with more appropriate examples. Removed the part about elves getting proficiency in saving throws against being charmed (they do not, they just get advantage). Added a short explanation on how critical hits affect damage rolls currently in the game.
(>replaced the examples of gaining advantage and disadvantage on attack rolls when attacking enemies on higher/lower ground (it was patched several updates ago and now only gives flat -2/+2 bonuses) with more appropriate examples. Removed the part about elves getting proficiency in saving throws against being charmed (they do not, they just get advantage). Added a short explanation on how critical hits affect damage rolls currently in the game.) |
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Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus | Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus | ||
As a special case, a roll of 1 means that the attack fails regardless of bonuses and the target's Armor Class. This is called a Critical Miss. Likewise, a roll of 20 means the attack succeeds regardless of the target's Armor Class. This is called a Critical Hit. A critical hit also affects the result of the Damage Roll, though the details of how this will be implemented in the finished game are not known yet. | As a special case, a roll of 1 means that the attack fails regardless of bonuses and the target's Armor Class. This is called a Critical Miss. Likewise, a roll of 20 means the attack succeeds regardless of the target's Armor Class. This is called a Critical Hit. A critical hit also affects the result of the Damage Roll, though the details of how this will be implemented in the finished game are not known yet. Currently, a critical hit doubles all the damage dice involved in the damage roll, but not the modifiers. | ||
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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=== Advantage / Disadvantage === | === Advantage / Disadvantage === | ||
In various situations, a creature can have Advantage or Disadvantage on an Attack | In various situations, a creature can have Advantage or Disadvantage on an Attack Roll, Saving Throw, or Ability Check. | ||
Advantage simply means that you make the roll twice, and use the higher result. Disadvantage means you use the lower result. | Advantage simply means that you make the roll twice, and use the higher result. Disadvantage means you use the lower result. | ||
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Examples of situations that grant Advantage: | Examples of situations that grant Advantage: | ||
* | * Attacking an enemy that is Restrained | ||
* Being unseen by the enemy while making an attack | * Being unseen by the enemy while making an attack | ||
* Various spells and abilities that grant Advantage | * Various spells and abilities that grant Advantage | ||
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Examples of situations that grant Disadvantage: | Examples of situations that grant Disadvantage: | ||
* Trying to attack an enemy | * Trying to make a ranged attack with an enemy that is within 5ft of you | ||
* Trying to attack an enemy obscured by darkness | * Trying to attack an enemy obscured by darkness | ||
* Various spells and abilities that grant Disadvantage | * Various spells and abilities that grant Disadvantage | ||
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==== For Attack Rolls ==== | ==== For Attack Rolls ==== | ||
Weapon attacks will generally use Strength or Dexterity, depending on the weapon and the type of attack made. Melee weapons use the Strength Modifier, unless they have the [[Finesse]] property (such as [[Dagger]] or [[Rapier]]), in which case Dexterity can be used instead. The same rules apply to melee weapons with the [[Thrown]] property (such as [[Dagger]] or [[Handaxe]]) when they're thrown for a ranged attack: they use the Strength modifier, unless they have both Thrown and Finesse (such as [[Dagger]]), in which case Dexterity can be chosen again. | Weapon attacks will generally use Strength or Dexterity, depending on the weapon and the type of attack made. Melee weapons use the Strength Modifier, unless they have the [[Finesse]] property (such as [[Dagger]] or [[Rapier]]), in which case Dexterity can be used instead. The same rules apply to melee weapons with the [[Thrown]] property (such as [[Dagger]] or [[Handaxe]]) when they're thrown for a ranged attack: they use the Strength modifier, unless they have both Thrown and Finesse (such as [[Dagger]]), in which case Dexterity can be chosen again. Game will always automatically choose the higher of the two. Regular ranged weapons (such as Bows and Crossbows) always use Dexterity. | ||
Spell attacks will use an [[Ability Score]] depending on the [[Class]] of the creature making it; see table above, under the section [[#Attack Roll]]. | Spell attacks will use an [[Ability Score]] depending on the [[Class]] of the creature making it; see table above, under the section [[#Attack Roll]]. | ||
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==== For Damage Rolls ==== | ==== For Damage Rolls ==== | ||
Damage Rolls | Damage Rolls do not benefit from Proficiency. | ||
==== For Saving Throws ==== | ==== For Saving Throws ==== | ||
You can have Proficiency in a specific kind of Saving Throw, like Strength Saving Throw, Dexterity Saving Throw, and so on. Each [[Class]] has Proficiency in two such types of Saving Throws. | You can have Proficiency in a specific kind of Saving Throw, like Strength Saving Throw, Dexterity Saving Throw, and so on. Each [[Class]] has Proficiency in two such types of Saving Throws. | ||
Besides affecting the Saving Throws a creature makes to save itself, the Proficiency Bonus of a creature also affects the Difficulty Class of Saving Throws it imposes on others, such as by casting spells against them. The formula for this is: {{c|8 + Ability Score Modifier + Proficiency Bonus}} | Besides affecting the Saving Throws a creature makes to save itself, the Proficiency Bonus of a creature also affects the Difficulty Class of Saving Throws it imposes on others, such as by casting spells against them. The formula for this is: {{c|8 + Ability Score Modifier + Proficiency Bonus}} |