Dice rolls: Difference between revisions

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== Other Rolls ==
== Other Rolls ==
=== Damage Rolls ===
=== Damage and Healing Rolls ===
''Main page: [[Damage Roll]]''
''Main page: [[Damage Roll]]''


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. 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 8d6 points of fire damage, though a successful Saving Throw (see above) 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}}". 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.


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.


==== Damage Roll Modifiers ====
A '''Healing Roll''' works basically the same way, but targets of spells, potions and other sources of healing add the rolled total to their current Hit Points. They are denoted as "healing" instead of having a damage type; for example the spell {{SAI|Healing Word}} restores {{DamageText|1d4|Healing}}.
 
==== Damage and Healing 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 {{SAI|Agonising Blast}} invocation. Some magical affects, like the spell {{SAI|Shillelagh}} or a Warlock's {{SAI|Pact of the Blade}}, allow spellcasters to use their [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability Modifier]] for weapon Attack and Damage Rolls.
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 {{SAI|Agonising Blast}} invocation. Some magical affects, like the spell {{SAI|Shillelagh}} or a Warlock's {{SAI|Pact of the Blade}}, allow spellcasters to use their [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability Modifier]] for weapon Attack and Damage Rolls.


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.


=== Initiative ===
=== Initiative ===