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Dice rolls: Difference between revisions
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<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 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 {{ | 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 {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}). 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 {{ | Spells which directly affect a target (such as {{SAI|Hold Person}}) or which cause an effect at a point in space (such as {{SAI|Silence}} or {{SAI|Fireball}}) don't require an Attack Roll, but usually allow affected creatures to make a Saving Throw instead (see below). | ||
A successful Attack Roll results in a separate Damage Roll to determine the amount of damage done to the target. | A successful Attack Roll results in a separate Damage Roll to determine the amount of damage done to the target. | ||
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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: 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 {{ | 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 {{SAI|Great Weapon Master: All In}}) are not affected by a critical hit. | ||
=== Attack Roll Modifiers === | === Attack Roll Modifiers === | ||
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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]]. | 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 [[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 {{ | 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 {{SAI|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 === | ||
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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. | ||
An example of this is the {{ | An example of this is the {{SAI|Shove}} action, where the creature attempting the Shove must roll Athletics, and the defending creature is allowed to roll either Athletics or Acrobatics to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds, otherwise it fails. | ||
= Modifiers = | = Modifiers = |