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→‎Types of Rolls: General copyedit for clarity, and adding a few more details and examples (maybe too much?)
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= Types of Rolls =
= Types of Rolls =
 
There are four main kinds of rolls in the game, each with their own specific rules application of the general rules above. Attack Rolls, Saving Throws and Ability Checks all use a {{D20}}; other types of dice are mostly used for Damage Rolls.  
Beyond the general principles explained above, the details of rolls depend on the type of roll that is being made. Following are the types of rolls in the game.


== Attack Roll ==
== Attack Roll ==
''Main page: [[Attack Roll]]''
''Main page: [[Attack Roll]]''


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 die 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.


<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + Proficiency Bonus}}'''</div>
<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 {{SmallIcon|Fire Bolt Icon.png}} [[Fire Bolt]] or {{SmallIcon|Eldritch Blast Icon.png}} [[Eldritch Blast]]), though other spells hit the target automatically (such as {{SmallIcon|Magic Missile Icon.png}} [[Magic Missile]] or {{SmallIcon|Fireball Icon.png}} [[Fireball]]).  A spell that hits its target automatically may allow the target to make a Saving Throw instead; see below.
Attacks made with [[Weapons]] always use an Attack Roll to determine success. Some [[spells]] also use an Attack Roll, usually those that involve magical beams or projectiles that need to be aimed at a target (such as {{SmallIcon|Fire Bolt Icon.png}} [[Fire Bolt]] or {{SmallIcon|Eldritch Blast Icon.png}} [[Eldritch Blast]]).<ref>{{SmallIcon|Magic Missile Icon.png}} [[Magic Missile]] is a notable exception; its missiles do lower damage in exchange for always hitting automatically, without an Attack Roll or granting the target a Saving Throw.</ref> Creatures or objects conjured by spells (such as {{SmallIcon|Flaming Sphere Icon.png}} [[Flaming Sphere]]) can often attack on their own turns, and make an Attack Roll to do so.
 
Spells which directly affect a target (such as {{SmallIcon|Hold Person Icon.png}} [[Hold Person]]) or which cause an effect at a point in space (such as {{SmallIcon|Silence Icon.png}} [[Silence]] or {{SmallIcon|Fireball Icon.png}} [[Fireball]]) don't require an Attack Roll, but usually allow affected creatures to make a Saving Throw instead (see below).


The Attack Roll should not be confused with the Damage Roll, which instead determines the amount of damage done to a target by a successful attack.
A successful Attack Roll results in a separate Damage Roll to determine the amount of damage done to the target.


=== Critical Miss / Critical Hit ===
=== Critical Miss / Critical Hit ===
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword]]
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword]]
As a special case, a roll of 1 means that the attack fails regardless of bonuses or the target's Armour Class.  This is called a '''Critical Miss'''.   
As a special case, a roll of 1 means that the attack fails regardless of bonuses or the target's Armour Class.  This is called a '''Critical Miss'''.   


Likewise, a roll of 20 means the attack succeeds regardless of the target's Armour Class.  This is called a '''Critical Hit.'''  A critical hit also affects the result of the Damage Roll. Currently, a critical hit doubles all damage dice involved in the damage roll (including additional dice such as those from Smites or Combat Manoeuvers), but not the bonuses from modifiers or other flat damage bonuses such as {{SmallIcon|Great Weapon Master All-In Icon.png}} [[Great Weapon Master: All In]].
Likewise, a roll of 20 means the attack succeeds regardless of the target's Armour Class.  This is called a '''Critical Hit.'''  A critical hit also affects the result of the Damage Roll: it doubles the normal number of damage dice rolled (including additional dice such as those from Smites or Combat Manoeuvers). Flat damage bonuses from modifiers or other sources (such as {{SmallIcon|Great Weapon Master All-In Icon.png}} [[Great Weapon Master: All In]]) are not affected by a critical hit.


=== Attack Roll Modifiers ===
=== Attack Roll Modifiers ===
The [[Ability Score|Ability Score Modifier]] used for an Attack Roll depends on the type of attack being made. Melee and ranged weapon attacks use [[Strength]] or [[Dexterity]], depending on the weapon. Spells use a specific [[Spellcasting Ability]] usually determined by the caster's class; see the main [[Attack Roll]] page for details.


The [[Ability Score]] used for the Ability Score Modifier depends on the type of attack that's being made.  Melee and ranged weapon attacks use Strength or Dexterity, depending on the weapon.  For spells, the Ability Score used for the Modifier generally depends on the class of the caster; see the main [[Attack Roll]] page for details.
A creature's Proficiency Bonus is added to the roll if it is [[Proficiency|proficient]] in the specific kind of attack it's making. For weapon attacks, this means having proficiency in the weapon used. For spells, it's based on whether the creature has any innate spell casting capability granted by its class, subclass, or Feats.
 
For the creature's Proficiency Bonus to be added to the roll, the creature must be [[Proficiency|proficient]] in the kind of attack it's making. For weapon attacks, this is based on whether the creature has proficiency in the weapon being used. For spells, it's based on whether the creature has any innate spell casting capability granted by its class, subclass, or Feats.


Attack Rolls can also have {{Advantage}} / {{Disadvantage}}.
Attack Rolls can also have {{Advantage}} / {{Disadvantage}}.


== Damage Roll ==
== Damage Roll ==
''Main page: [[Damage Roll]]''
''Main page: [[Damage Roll]]''


A '''Damage Roll''' is performed when a successful attack is made, a spell hits a target, a trap is activated, and so on. The result determines the damage done, in terms of hit-points. This roll can involve any type and number of dice.
A '''Damage Roll''' is made when an attack is successful, a spell hits a target, a trap is activated, and so on. The result determines the damage dealt to an affected creature or object, measured in [[Hit Points]]. This roll can involve any size and number of dice, determined by the source of the damage. The dice expression is written "''n''d''x'' + ''m''", where ''n'' is the number of dice, ''x'' is the size of the dice rolled, and ''m'' is the total of any modifiers that apply (see below). The results of multiple dice are added together. Damage rolls also have a [[Damage Types|Damage Type]].


For example, a successful hit with a [[Dagger]] will lead to a D4 being rolled to determine the damage (referred to as 1d4 damage), whereas a successful attack with a [[Greatsword]] will lead to two D6 being rolled (referred to as 2d6) for a total damage of 2 to 12. Being caught in a {{SmallIcon|Fireball Icon.png}} [[Fireball]] will cause 8d6 points of damage, though a successful Saving Throw (see below) can reduce it to half.
For example, a [[Dagger]] uses a single D4 for Damage Rolls, and deals Piercing Damage. Assuming no modifiers apply, the game expresses this as "1d4 (1-4) damage - {{DamageType|Piercing}}", with "(1-4)" being the range of possible damage values. Most weapons use a single die, though a [[Greatsword]] deals 2d6 slashing damage. Being caught in a {{SmallIcon|Fireball Icon.png}} [[Fireball]] will cause 8d6 points of fire damage, though a successful Saving Throw (see below) can reduce it to half.


=== Damage Roll Modifiers ===
=== Damage Roll Modifiers ===
 
Attacks made with weapons always add the attacking creature's [[Ability Score Modifier]], generally [[Strength]] or [[Dexterity]] (whichever was used for the Attack Roll). Spell attacks generally do not add such a modifier, except when explicitly granted by a magical item or class feature, such as the [[Warlock]]'s {{SmallIcon|Agonizing_Blast_Icon.png}} [[Eldritch Invocation|Agonising Blast]] invocation. Some magical affects, like the spell {{SmallIcon|Shillelagh Icon.png}} [[Shillelagh]], allow spellcasters to use their [[Spellcasting Ability]] Modifier for weapon Attack and Damage Rolls.
For attacks made with weapons, the total value resulting from the roll is affected by the attacking creature's [[Ability Score Modifier]]. For the damage of spell attacks, no such modifier applies, except when explicitly granted by a magical item or class feature, such as the [[Warlock]]'s {{SmallIcon|Agonizing_Blast_Icon.png}} [[Eldritch Invocation|Agonising Blast]] invocation.


== Saving Throw ==
== Saving Throw ==
''Main page: [[Saving Throw]]''
''Main page: [[Saving Throw]]''


Various types of danger can be avoided, or their harm reduced, by making a {{SavingThrow}}, also called a save. This could mean trying to avoid damage from a trap that was just activated, trying to resist the poison of a venomous bite, or trying to take cover to reduce damage from an explosion.
Various types of danger can be avoided, or their harm reduced, by making a {{SavingThrow}}, or "save" for short. This could mean dodging a dart or burst of flame from a sprung trap, resisting the effects of poisons or mind-altering magic, or trying to take cover to reduce damage from an explosion.


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 equal or exceed the Difficulty Class of the Saving Throw.


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


=== Saving Throw Modifiers ===
=== Saving Throw Modifiers ===
The [[Ability Score|Ability Score Modifier]] used for a save is determined by the source of danger. For example, evading a spike trap may require Dexterity, whereas trying to resist the effects of a poisonous gas would require Constitution. They are usually referred to by the Ability used, for example "Strength Saving Throw" or "Strength Save". Dexterity, Constitution and Wisdom Saving Throws are much more common than Strength, Intelligence or Charisma Saves.


Which [[Ability Score]] is used for the Modifier depends on the source of danger against which the save is being made.  For example, evading a spike trap may require Dexterity, whereas trying to resist the effects of a poisonous gas would require Constitution.
The Proficiency Bonus is only added if the creature has [[Proficiency]] in the corresponding type of Saving Throw. This is generally granted by a creature's [[Class]], each of which comes with two Saving Throw Proficiencies.


Depending on the Ability Score, the Saving Throw may be referred to as a Strength Saving Throw, Dexterity Saving Throw, Constitution Saving Throw, and so on.  (Further shortened to Strength Save, Dexterity Save, etc.)  The Proficiency Bonus is only added if the creature has [[Proficiency]] in the corresponding type of Saving Throw.  Each [[Class]] grants a creature two Saving Throw Proficiencies.
Some magical effects and items may also grant bonuses to Saving Throws.


=== Difficulty Class ===
=== Difficulty Class ===
 
The '''Difficulty Class''' (DC) is a number that must be matched or exceeded to achieve success when rolling for [[Checks|Ability Checks]] or [[Saving Throws]]. (Attack Rolls use the target's Armour Class instead.) The Difficulty Class (DC) is determined by the source of danger:
'''Difficulty Class''' (or DC) is a number that must be matched or exceeded to achieve success when rolling for [[Checks|Ability Checks]] or [[Saving Throws]]. The Difficulty Class (DC) is determined by the source of danger:


* In scenarios such as traps or conversation events, the game chooses an appropriate Difficulty Class, depending on how serious the danger is.
* In scenarios such as traps or conversation events, the game chooses an appropriate Difficulty Class, depending on how serious the danger is.
* For the Difficulty Class of a [[Spells|'''Spell''']] that imposes a Saving Throw, the DC is determined by the creature's '''[[Spells|Spellcasting Ability Modifier]]''', using the following formula:
* '''[[Spells]]''' that impose Saving Throws have a DC determined by the creature's '''[[Spells|Spellcasting Ability Modifier]]''', using the following formula:


<div style="text-align: center;">'''Difficulty Class = {{InfoBlob|8 + [[Proficiency|Proficiency Bonus]] + [[#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]]}}'''</div>
<div style="text-align: center;">'''Difficulty Class = {{InfoBlob|8 + [[Proficiency|Proficiency Bonus]] + [[#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]]}}'''</div>
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=== Effect of Success ===
=== Effect of Success ===
A successful Save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes. On the other hand, if it's caught in the area of effect of a {{SmallIcon|Fireball_Icon.png}} [[Fireball]], then a successful save will merely halve the damage. Saving against {{SmallIcon|Thunderwave Icon.png}} [[Thunderwave]] both halves the damage taken, and prevents a creature from being pushed by the spell.


A successful save could mean completely avoiding negative effects, or it could mean reducing the damage received.  For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes.  On the other hand, if it's caught in the area of effect of a {{SmallIcon|Fireball_Icon.png}} [[Fireball]], then a successful save will merely halve the damage.  Some effects don't allow for a Saving Throw at all, for example the damage taken from {{SmallIcon|Magic Missile Icon.png}} [[Magic Missile]].
Some effects don't allow for a Saving Throw at all, for example the spell {{SmallIcon|Sleep Icon.png}} [[Sleep]].


== Ability Check ==
== Ability Check ==
''Main page: [[Ability Check]]''
''Main page: [[Ability Check]]''


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=== Skill Check ===
=== Skill Check ===
More commonly, the check will be related to a specific [[Skill]], which not only determines the Ability Score used for the Modifier, but also lets the creature use its Proficiency Bonus if it happens to be Proficient in that particular Skill.  In this case, the check may be called a '''Skill Check''' rather than an Ability Check.
More commonly, the check will be related to a specific [[Skill]], which not only determines the Ability Score used for the Modifier, but also lets the creature use its Proficiency Bonus if it happens to be Proficient in that particular Skill.  In this case, the check may be called a '''Skill Check''' rather than an Ability Check.


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=== Contest ===
=== Contest ===
A '''Contest''' is a special type of Ability Check in which two creatures both roll an Ability Check or Skill Check to oppose each other, and one wins over the other.  The creatures don't necessarily roll the same type of check.
A '''Contest''' is a special type of Ability Check in which two creatures both roll an Ability Check or Skill Check to oppose each other, and one wins over the other.  The creatures don't necessarily roll the same type of check.


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