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Dice rolls: Difference between revisions

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50 bytes added ,  18 October 2023
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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 (up to D12) and number of dice, determined by the source of the damage. When a creature takes damage, its current Hit Points are reduced by the result of the roll. 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 (up to D12) and number of dice, determined by the source of the damage. When a creature takes damage, its current Hit Points are reduced by the result of the roll. 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}}". Most weapons use a single die, though [[Greatswords]] and some other weapons deal 2d6 damage. Spells usually deal multiple dice of damage but without any modifiers; for example, being caught in a {{SAI|Fireball}} will cause {{DamageText|8d6|Fire}}, though a successful Saving Throw (see above) can reduce it to half.
For example, a [[Dagger]] deals {{DamageText|1d4|Piercing}} damage. When used by a character with a Strength or Dexterity modifier of +3, the game expresses this as "1d4+3 (4-7) damage - {{DamageType|Piercing}}". Most weapons use a single die, though [[Greatswords]] and some other weapons deal 2d6 damage. Spells usually deal multiple dice of damage but without any modifiers; for example, being caught in a {{SAI|Fireball}} will cause {{DamageText|8d6|Fire}} damage, though a successful Saving Throw (see above) can reduce the total taken to half the result of the roll.


Scoring a Critical Hit with an Attack Roll doubles the number of dice rolled to determine damage.
Scoring a Critical Hit with an Attack Roll doubles the number of dice rolled to determine damage.
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Magic items, especially weapons, frequently add bonuses to damage, either as additional dice or flat modifiers. Many class features, feats and other effects can increase damage as well, and some (such as {{SAI|Ray of Enfeeblement}}) can reduce the damage as well.
Magic items, especially weapons, frequently add bonuses to damage, either as additional dice or flat modifiers. Many class features, feats and other effects can increase damage as well, and some (such as {{SAI|Ray of Enfeeblement}}) can reduce the damage as well.


Healing Rolls may also add modifiers, but these are usually fixed and determined by the source of the healing. For example, a [[Potion of Healing]] restores {{DamageText|2d4+2|Healing}}. There are many magic items, class features and other effects which also provide bonuses to healing, for example the {{Class|Life Domain Cleric}}'s {{SAI|Disciple of Life}} feature.
Healing Rolls may also add modifiers, but these are usually fixed and determined by the source of the healing. For example, a [[Potion of Healing]] restores {{DamageText|2d4+2|Healing}}. There are many magic items, class features and other effects which also provide bonuses to healing, for example the {{Class|Life Domain}}'s {{SAI|Disciple of Life}} feature.


=== Initiative ===
=== Initiative ===
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=== Random Results ===
=== Random Results ===
Some class features, spells and other, usually magical effects are selected randomly from a list of possibilities. The dice rolled for these varies, but is usually a single die, meaning each option has equal chance of occuring. Effects that work this way include:
Some class features, spells and other, usually magical effects are selected randomly from a list of possibilities. The dice rolled for these varies, but is usually a single die, meaning each option has equal chance of occuring. Effects that work this way include:
* The [[Wild Magic (Subclass Feature)|Wild Magic]] feature of the {{Class|Wild Magic Sorcerer}}
* The [[Wild Magic (Subclass Feature)|Wild Magic]] feature of the {{Class|Wild Magic}}
* The [[Rage: Wild Magic]] feature of the {{Class|Wild Magic Barbarian}}
* The [[Rage: Wild Magic]] feature of the {{Class|Wild Magic Barbarian}}


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