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Difficulty Class: Difference between revisions
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'''Difficulty Class''' (or DC) is a number that must be matched or exceeded to achieve success when rolling for [[Checks|Ability Checks]], [[Attack Rolls]], or [[Saving Throws]]. | '''Difficulty Class''' (or DC) is a number that must be matched or exceeded to achieve success when rolling for [[Checks|Ability Checks]], [[Attack Rolls]], or [[Saving Throws]]. | ||
When attempting to beat - called a [[Saving Throw]] - a Difficulty Class, the die rolled is a {{D20}}. The modifiers applied to this roll vary, depending on the circumstances and the type of check. | |||
The | The Difficulty Class (DC) is determined by the source of danger. | ||
=== Danger DC === | |||
In scenarios such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. This includes single-use items such as elemental arrows or throwables. | |||
=== Weapon Action DC === | |||
The Difficulty Class of a [[Weapon Actions|'''Weapon Action''']] that imposes a Saving Throw is calculated similarly to [[Spells|Spellcasting DC]] - except the [[Spells|Spellcasting Modifier]] is replaced with either Strength or Dexterity, whichever is higher. Additionally, base DC is 10. Each Weapon Action also grants its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. Certain Weapon Action also uses a '''Hybrid''' DC, which allows for a user's [[Spellcasting Modifier]] to be used instead. | |||
<div style="text-align: center;">'''Difficulty Class = {{InfoBlob|10 + Weapon [[Ability Modifier|Ability Modifier]] + [[Weapon Actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}'''</div> | <div style="text-align: center;">'''Difficulty Class = {{InfoBlob|10 + Weapon [[Ability Modifier|Ability Modifier]] + [[Weapon Actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}'''</div> | ||
=== Spell DC === | |||
For the Difficulty Class of a [[Spells|'''Spell''']] that imposes a Saving Throw, the DC is determined by the creature's '''[[Spells|Spellcasting Ability Modifier]]''', using the following formula: | For the Difficulty Class of a [[Spells|'''Spell''']] that imposes a Saving Throw, the DC is determined by the creature's '''[[Spells|Spellcasting Ability Modifier]]''', using the following formula: | ||
<div style="text-align: center;">'''Difficulty Class = {{InfoBlob|8 + [[Proficiency|Proficiency Bonus]] + [[#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]]}}'''</div> | <div style="text-align: center;">'''Difficulty Class = {{InfoBlob|8 + [[Proficiency|Proficiency Bonus]] + [[#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]]}}'''</div> | ||
[[Category:Gameplay Mechanics]] | [[Category:Gameplay Mechanics]] |
Revision as of 04:56, 30 August 2023
Difficulty Class (or DC) is a number that must be matched or exceeded to achieve success when rolling for Ability Checks, Attack Rolls, or Saving Throws.
When attempting to beat - called a Saving Throw - a Difficulty Class, the die rolled is a d20. The modifiers applied to this roll vary, depending on the circumstances and the type of check.
The Difficulty Class (DC) is determined by the source of danger.
Danger DC
In scenarios such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. This includes single-use items such as elemental arrows or throwables.
Weapon Action DC
The Difficulty Class of a Weapon Action that imposes a Saving Throw is calculated similarly to Spellcasting DC - except the Spellcasting Modifier is replaced with either Strength or Dexterity, whichever is higher. Additionally, base DC is 10. Each Weapon Action also grants its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. Certain Weapon Action also uses a Hybrid DC, which allows for a user's Spellcasting Modifier to be used instead.
Spell DC
For the Difficulty Class of a Spell that imposes a Saving Throw, the DC is determined by the creature's Spellcasting Ability Modifier, using the following formula: