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== Damage rolls ==
== Damage rolls ==
{{Excerpt|Dice rolls|Damage rolls|subsections=yes|templates=SAI, InfoBlob, note}}
The base damage dealt by a [[weapons|weapon]], [[spells|spell]], class action or condition is usually determined by a ''damage roll''. Damage rolls are [[dice rolls]] made using the dice specified in the harmful source's description.


==== Example ====
=== Notation ===
A successful attack with a {{WeaponIcon|Daggers}} [[Daggers|Dagger]] does a base of {{DamageText|1d4|Piercing}} damage (1~4). This means a single four-sided die [[File:D4_Piercing.png|20px|link=]] is rolled to determine the damage, for a total of 1 to 4 piercing damage. Most weapons use a single damage die, but some two-handed weapons use two: a successful attack with a {{WeaponIcon|Greatswords}} [[Greatswords|Greatsword]] does {{DamageText|2d6|Slashing}} damage (2~12), rolling two six-sided dice [[File:D6_Slashing.png|20px|link=]] for a total of 2 to 12 slashing damage. Damaging spells typically roll more dice: for example, being caught in a {{SAI|Fireball}} will cause {{DamageText|8d6|Fire}} damage (8~48), though a successful [[Saving Throw]] can reduce it to half.
Damage rolls are expressed in the game using both dice notation: {{math|xdN + y}}, where ''x'' is the number of dice rolled, and ''N'' is the number of sides of those dice. ''y'' is the sum of all modifiers added to the damage roll.
 
The game also expressed damage using a range: {{math|a \sim b}}, where ''a'' is the minimum damage possible and ''b'' is the maximum damage possible.
 
Dice used when making damage rolls is usually any number of dice with a minimum size of d4 and a maximum size of d12.
 
=== Modifiers ===
When a creature deals damage,they make a damage roll and add any applicable modifiers to the results.{{note|Unlike d20 rolls, creatures normally do not add their [[proficiency|proficiency bonus]] to the results of their damage rolls.}} Modifiers are only added {{em|once}} per source, even multiple dice are rolled.
 
Damage rolls typically have an associated [[abilities|ability]], and creatures add their corresponding ability score modifier to the results of those rolls.
 
==== Weapon attacks ====
When making weapon attacks, the attacking creature's usually add their [[Strength]] or [[Dexterity]] modifier to the results of their damage roll.
 
Whether Strength or Dexterity is used depends on the weapon: usually Strength for melee weapons and Dexterity for ranged weapons.  The exceptions to this rule are [[Finesse]] weapons, which automatically select Strength or Dexterity, whichever score is higher; and [[Thrown]] weapons, which use Strength for both melee and ranged attacks.  If a weapon is both Thrown and Finesse, it uses the higher of Strength and Dexterity for both melee and ranged attacks.
 
Some examples, to make the possible combinations of Finesse and Thrown easier to understand:
 
* Using a [[Maul]] for a melee attack always uses Strength.
* Using a [[Rapier]] (Finesse) for a melee attack uses Strength or Dexterity; whichever the attacking creature has a higher score in.
* Shooting a [[Longbow]] for a ranged attack always uses Dexterity.
* Throwing a [[Handaxe]] (Thrown) for a ranged attack uses Strength.
* Throwing a [[Dagger]] (Finesse & Thrown) for a ranged attack uses Strength or Dexterity, whichever is higher.


=== Attacks ===
Whether it's Strength or Dexterity that ends up being used, the following table defines the value of the modifier:
In order to damage a target when making an attack, creatures must first make an attack roll. Attack rolls are rolled against the target's AC. If the attempt is successful, the attack ''hit'', and the attacker rolls for damage. If the result was less than the target AC, the attack was a ''miss''.


==== Attack roll modifiers ====
==== Spells ====
{{Excerpt|Dice rolls|Attack roll modifiers|templates=SAI, InfoBlob, note}}
Casters do usually not add their ability score modifier to the damage rolls of spells they cast, unless a [[features|class features]] specifically permits them to do so, such as in the case of [[Warlock|warlocks]] with the {{SAI|Agonising Blast}} Invocation adding their [[Charisma]] modifier to the results of the damage rolls of {{SAI|Eldritch Blast}}.


==== Critical hits ====
=== Example ===
{{Excerpt|Dice rolls|Critical hits|templates=SAI, InfoBlob, note}}
A successful attack with a {{WeaponIcon|Daggers}} [[Daggers|Dagger]] does a base of {{DamageText|1d4|Piercing}} damage (1~4). This means a single four-sided die [[File:D4_Piercing.png|20px|link=]] is rolled to determine the damage, for a total of 1 to 4 piercing damage. Most weapons use a single damage die, but some two-handed weapons use two: a successful attack with a {{WeaponIcon|Greatswords}} [[Greatswords|Greatsword]] does {{DamageText|2d6|Slashing}} damage (2~12), rolling two six-sided dice [[File:D6_Slashing.png|20px|link=]] for a total of 2 to 12 slashing damage. Damaging spells typically roll more dice: for example, being caught in a {{SAI|Fireball}} will cause {{DamageText|8d6|Fire}} damage (8~48), though a successful [[Saving Throw]] can reduce it to half.


== Damage types ==
== Damage types ==
All damage has a ''damage type'', of which there are 13:
All damage has a ''damage type'', of which there are 13:


<gallery mode="nolines" heights="40px">
{| style="margin: auto; text-align: center;"
Bludgeoning Damage Icon.png|{{DamageColor|Bludgeoning|Bludgeoning}}
|-
Piercing Damage Icon.png|{{DamageColor|Piercing|Piercing}}
| style="width: 16%" | {{:Damage Types/damage|Bludgeoning}}*
Slashing Damage Icon.png|{{DamageColor|Slashing|Slashing}}
| style="width: 16%" | {{:Damage Types/damage|Fire}}
Cold Damage Icon.png|{{DamageColor|Cold|Cold}}
| style="width: 16%" | {{:Damage Types/damage|Lightning}}
Fire Damage Icon.png|{{DamageColor|Fire|Fire}}
| style="width: 16%" | {{:Damage Types/damage|Acid}}
Lightning Damage Icon.png|{{DamageColor|Lightning|Lightning}}
| style="width: 16%" | {{:Damage Types/damage|Radiant}}
Thunder Damage Icon.png|{{DamageColor|Thunder|Thunder}}
| style="width: 16%" | {{:Damage Types/damage|Force}}
Acid Damage Icon.png|{{DamageColor|Acid|Acid}}
|-
Poison Damage Icon.png|{{DamageColor|Poison|Poison}}
| {{:Damage Types/damage|Piercing}}*
Radiant Damage Icon.png|{{DamageColor|Radiant|Radiant}}
| {{:Damage Types/damage|Cold}}
Necrotic Damage Icon.png|{{DamageColor|Necrotic|Necrotic}}
| {{:Damage Types/damage|Thunder}}
Force Damage Icon.png|{{DamageColor|Force|Force}}
| {{:Damage Types/damage|Poison}}
Psychic Damage Icon.png|{{DamageColor|Psychic|Psychic}}
| {{:Damage Types/damage|Necrotic}}
</gallery>
| {{:Damage Types/damage|Psychic}}
 
|-
Bludgeoning, piercing and slashing damage are sometimes collectively referred to as {{DamageColor|Physical|'''Physical damage'''}}. Almost all weapons, melee or ranged, deal one of the physical damage types, although there are exceptions such as the [[Ne'er Misser]].
| {{:Damage Types/damage|Slashing}}*
|}


The wiki sometimes uses the term {{DamageColor|Physical|'''Weapon damage'''}} when the type of damage is based on the ''primary'' damage type of the weapon being used. This is almost always one of the physical damage types, but can be something else in rare cases. For example, after casting [[Hunter's Mark]] on an enemy, an attack with most longswords would deal additional slashing damage, and an attack with most hand crossbows would deal additional piercing damage. However, an attack with the [[Ne'er Misser]] would deal additional force damage, because the Ne'er Misser uses force as its primary damage type. Another example would be using [[Sneak Attack (Melee)|Sneak Attack]] with a [[Flame Blade (weapon)|Flame Blade]] or [[Shadow Blade (weapon)|Shadow Blade]], which would make the sneak attack deal fire or psychic damage, respectively.
A creature's [[Resistances|resistances]] determine what danage types is is immune, resistant or vulnerable towards.


If a source of damage mixes different sizes of dice or damage types, they will be listed separately with a plus sign between them, e.g. {{DamageText|1d8|piercing}} + {{DamageText|1d4|fire}}. Each type is dealt separately, though see [[damage mechanics]] for more details.
Damage dealt to resistant creatures is halved, whereas damage dealt to vulnerable creatures is doubled.


=== Resistance, Vulnerability and Immunity ===
If a creature is immune to a damage type, they take no damage to it.
{{main|Resistances}}
A creature's [[resistances]] determine which damage types they are immune, resistant or vulnerable to:
* Damage dealt to a creature with '''resistance''' to that damage type is ''halved''.
* Damage dealt to a creature with '''vulnerability''' to that damage type is ''doubled''.
* Damage dealt to a creature with '''immunity''' to that damage type is ''reduced to zero''.


Resistance and vulnerability to the same type cancel each other out, but don't affect immunity.
If a source of damage mixes different sizes of dice or damage types, they will be listed separately with a plus sign between them.


== A bit of mathematics ==
== A bit of mathematics ==
Note that due to the mathematics of dice rolls, the difference between, say, 1d8 and 2d4 is more than just the higher minimum value of 2 on the 2d4 roll. With the d8, you have an equal chance of getting, say, a 5 and an 8.  On the other hand, the 2d4 roll is statistically more likely to lead to a total value of 5, than a total value of 8. This is most easily explained with a table of all possible outcomes:
Note that due to the mathematics of dice rolls, the difference between, say, 1d8 and 2d4 is more than just the higher minimum value of 2 on the 2d4 roll. With the d8, you have an equal chance of getting, say, a 5 and an 8.  On the other hand, the 2d4 roll is statistically more likely to lead to a total value of 5, than a total value of 8. This is most easily explained with a table of all possible outcomes:


{| class="wikitable" style="text-align: center; width: 15em;"
{| class="wikitable" style="text-align: center;"
|+ Possible results of a 2d4 roll, highlighting the outcomes resulting in a total value of 5
|+ Possible results of a 2d4 roll, highlighting the number of possibilities resulting in a total value of 5
|-
|-
! rowspan="2" colspan="2" | +
! First roll !! Second roll !! Total value
! colspan="4" scope="col" | 2<sup>nd</sup> roll  
|-
|-
! scope="col" | '''1'''
| 1 || 1 || 2
! scope="col" | '''2'''
|-   
! scope="col" | '''3'''
| 1 || 2 || 3
! scope="col" | '''4'''
|-   
|-
| 1 || 3 || 4
! rowspan="4" scope="row" | '''1<sup>st</sup> roll'''
|-   
! scope="row" | '''1'''  
| 1 || 4 || {{color|red|'''5'''}}
| 2 || 3 || 4 || {{colour|red|'''5'''}}
|-   
| 2 || 1 || 3
|-   
| 2 || 2 || 4
|-   
| 2 || 3 || {{color|red|'''5'''}}
|-  
| 2 || 4 || 6
|-   
| 3 || 1 || 4
|-   
| 3 || 2 || {{color|red|'''5'''}}
|-   
| 3 || 3 || 6
|-   
| 3 || 4 || 7
|-   
| 4 || 1 || {{color|red|'''5'''}}
|-     
|-     
! scope="row" | '''2'''
| 4 || 2 || 6
| 3 || 4 || {{colour|red|'''5'''}} || 6
|-     
|-     
! scope="row" | '''3'''
| 4 || 3 || 7
| 4 || {{colour|red|'''5'''}} || 6 || 7
|-     
|-     
! scope="row" | '''4'''
| 4 || 4 || 8
| {{colour|red|'''5'''}}|| 6 || 7 || 8
|}
|}


Notice how often the 5 appears in the possibilities for the '''total value''' (4 out of 16 possibilities) vs. how often the 8 appears (1 out of 16).  This means a 2d4 roll has a 25% chance of resulting in 5 points of damage, but only a 6.125% chance of resulting in 8 points of damage.  Meanwhile, the 1d8 roll actually has a higher chance of resulting in the maximum damage value of 8, since 1 out of 8 possibilities (12.5%) result in an 8. However, the average roll of 2d4 is 5 damage, while the average roll of 1d8 is only 4.5, because 2d4 can never roll a 1. Therefore, 2d4 is generally more consistent in damage output and will result in higher rolls in the long run.
Notice how often the 5 appears in the possibilities for the '''total value''' (4 out of 16 possibilities) vs. how often the 8 appears (1 out of 16).  This means a 2d4 roll has a 25% chance of resulting in 5 points of damage, but only a 6.125% chance of resulting in 8 points of damage.  Meanwhile, the 1d8 roll actually has a higher chance of resulting in the maximum damage value of 8, since 1 out of 8 possibilities (12.5%) result in an 8.


== See also ==
== See also ==
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