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== Damage rolls == | == Damage rolls == | ||
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. | |||
==== | === Notation === | ||
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. | |||
Whether it's Strength or Dexterity that ends up being used, the following table defines the value of the modifier: | |||
==== | ==== Spells ==== | ||
{{ | Casters typically do not add their ability score modifier to the damage rolls of spells, unless a [[Features|class feature]] allows it. For example, [[Warlock|warlocks]] with the {{SAI|Agonising Blast}} Invocation can add their [[Charisma]] modifier to {{SAI|Eldritch Blast}} damage rolls. | ||
=== | === Example === | ||
{{ | 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= | <gallery mode=nolines heights=40px> | ||
Bludgeoning Damage Icon.png|{{DamageColor|Bludgeoning|Bludgeoning}} | Bludgeoning Damage Icon.png|{{DamageColor|Bludgeoning|Bludgeoning}} | ||
Piercing Damage Icon.png|{{DamageColor|Piercing|Piercing}} | Piercing Damage Icon.png|{{DamageColor|Piercing|Piercing}} | ||
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</gallery> | </gallery> | ||
A creature's [[Resistances|resistances]] determine what danage types is is immune, resistant or vulnerable towards. | |||
Damage dealt to resistant creatures is halved, whereas damage dealt to vulnerable creatures is doubled. | |||
If a | If a creature is immune to a damage type, they take no damage to it. | ||
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 | {| class="wikitable" style="text-align: center;" | ||
|+ Possible results of a 2d4 roll, highlighting the | |+ Possible results of a 2d4 roll, highlighting the number of possibilities resulting in a total value of 5 | ||
|- | |- | ||
! | ! First roll !! Second roll !! Total value | ||
! | |||
|- | |- | ||
| 1 || 1 || 2 | |||
|- | |||
| 1 || 2 || 3 | |||
|- | |||
|- | | 1 || 3 || 4 | ||
|- | |||
| 1 || 4 || {{color|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'''}} | |||
|- | |- | ||
| 4 || 2 || 6 | |||
|- | |- | ||
| 4 || 3 || 7 | |||
| 4 || | |||
|- | |- | ||
| 4 || 4 || 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 | 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 == |