Dice rolls: Difference between revisions

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* Most rolls have an associated ability, and add a creature's respective [[ability score modifier]] to the result of the roll.
* Most rolls have an associated ability, and add a creature's respective [[ability score modifier]] to the result of the roll.
* Some rolls allow a creature to add its [[proficiency bonus]] to the results of the roll.
* Some rolls allow a creature to add its [[proficiency bonus]] to the results of the roll.
* Some equipment, spells, conditions, potions and class features can add a modifier to specific types of rolls.
* Some equipment, [[spells]], [[conditions]], [[potions]] and [[class]] features can add a modifier to specific types of rolls.
* Certain environmental effects or circumstances add a modifier to specific types of rolls.
* Certain environmental effects or circumstances add a modifier to specific types of rolls.


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The range of results is usually given in parentheses. For example, a single dart from a {{SAI|Magic Missile}} spell does 1d4+1 (2-5) Force damage, meaning it rolls 1d4 and adds 1 to the result, giving a possible total of between 2 and 5 points of damage.
The range of results is usually given in parentheses. For example, a single dart from a {{SAI|Magic Missile}} spell does 1d4+1 (2-5) Force damage, meaning it rolls 1d4 and adds 1 to the result, giving a possible total of between 2 and 5 points of damage.


==== Advantage and disadvantage ====
=== Advantage and disadvantage ===
A creature may have {{advantage}} or {{disadvantage}} on a d20 roll. A creature with either rolls twice (depicted in the game as two dice rolled simultaneously) and uses the higher result if they have advantage, or the lower result for disadvantage.
A creature may have {{advantage}} or {{disadvantage}} on a d20 roll. A creature with either rolls twice (depicted in the game as two dice rolled simultaneously) and uses the higher result if they have advantage, or the lower result for disadvantage.


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Some ability checks are based only on the base Ability Score. A common example is exerting willpower to use the Tadpole's influence on other characters during dialogue. Checks like this have no applicable proficiency, and never add a proficiency bonus.
Some ability checks are based only on the base Ability Score. A common example is exerting willpower to use the Tadpole's influence on other characters during dialogue. Checks like this have no applicable proficiency, and never add a proficiency bonus.


=== Other rolls ===
=== Other d20 rolls ===
When a {{class|Wild Magic Sorcerer}} casts a leveled spell, a d20 is rolled to determine if they will trigger a [[Wild Magic (passive feature)|Wild Magic]] Surge (surges are triggered only when the outcome is 20). The resulting effect, and {{Class|Wild Magic Barbarian}} surge effects for [[Rage: Wild Magic]] are also determined with dice rolls.
When a {{class|Wild Magic Sorcerer}} casts a leveled spell, a d20 is rolled to determine if they will trigger a [[Wild Magic (passive feature)|Wild Magic]] Surge. A surge is triggered only when the outcome is 20. The resulting effect, and {{Class|Wild Magic Barbarian}} surge effects for [[Rage: Wild Magic]], are also determined with dice rolls.


== Damage rolls ==
== Damage rolls ==
{{hatnote|See also: [[Damage mechanics]].}}
{{hatnote|See also: [[Damage mechanics]].}}
[[Damage rolls]] are used in the calculation of damage dealt by [[Weapons|weapons]], [[Spells|spells]] and certain special abilities, and use a {{DieIcon|d4|Force}} d4, {{DieIcon|d6|Radiant}} d6, {{DieIcon|d8|Cold}} d8, {{DieIcon|d10|Poison}} d10, or a {{DieIcon|d12|Psychic}} d12, adding any relevant modifiers to the results.
[[Damage rolls]] are used in the calculation of damage dealt by [[weapons]], [[spells]] and certain special abilities, and use one or more {{DieIcon|d4|Force}} d4s, {{DieIcon|d6|Radiant}} d6s, {{DieIcon|d8|Cold}} d8s, {{DieIcon|d10|Poison}} d10s or {{DieIcon|d12|Psychic}} d12s, adding any relevant modifiers to the result.


Damage rolls always have an associated [[Damage type|damage type]]. For example, a [[Daggers|dagger]] typically deals {{DamageText|1d4|Piercing}} damage.
Damage rolls always have an associated [[Damage type|damage type]]. For example, a [[Daggers|dagger]] typically deals {{DamageText|1d4|Piercing}} damage.


Damage rolled after a successful Attacks with weapons typically add the same ability score modifier as the attack roll of the Attack, but some equipment, spells and class feature bypass this.
Damage rolled after a successful attack with a weapon typically adds the same ability score modifier as the attack roll, but some equipment, spells and class features bypass this.


Damage rolled after a successful Attacks with spell may or may not add a modifier, depending on the spell, the caster's class, and whether they have the necessary class features. For example, the [[Warlock|warlock]]'s {{SAI|Agonising Blast}} invocation allows the warlock to add its Charisma modifier to the damage rolls of its {{SAI|Eldritch Blast}}.
Damage rolled after a successful attack with a spell generally does not add a modifier, but might depending on the spell, the caster's class, and certain class features. For example, the {{class|Warlock]]'s {{SAI|Agonising Blast}} invocation allows the warlock to add its Charisma modifier to the damage rolls of the {{SAI|Eldritch Blast}} [[cantrip]].


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 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}}'s {{SAI|Disciple of Life}} feature.
=== Healing rolls ===
[[Healing]] restores a target's [[hit points]] but otherwise works similarly to damage rolls. Healing rolls may also add modifiers, but there's no general rule for this; any bonuses are 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.


Heals work similarly to damage rolls, but instead restore a target's [[Hit points|hit points]].
== Rolling for initiative ==
 
== Rolls for initiative ==
When combat starts, all combatants roll for [[Initiative|initiative]] to determine the turn order. This is a d4 roll ([[D&D 5e rule changes|a significant departure from the tabletop rules]]), and adds a creature's Dexterity modifier. Proficiency does not apply, but some items, class features and other special abilities may provide bonuses.
When combat starts, all combatants roll for [[Initiative|initiative]] to determine the turn order. This is a d4 roll ([[D&D 5e rule changes|a significant departure from the tabletop rules]]), and adds a creature's Dexterity modifier. Proficiency does not apply, but some items, class features and other special abilities may provide bonuses.


Creatures with the highest rolls act first. Allied player-controlled characters with the same Initiative result effectively act simultaneously; the player can switch between them to coordinate their actions, and the game waits until all such characters have ended their turns to move on to the next creature.
Creatures with the highest rolls act first. Allied player-controlled characters next to each other in the Initiative order effectively act simultaneously; the player can switch between them to coordinate their actions, and the game waits until all such characters have ended their turns to move on to the next non-player creature.


== Karmic Dice ==
== Karmic Dice ==
[[File:karmic dice setting.png|200px|thumb|The optional Karmic Dice setting, located in Gameplay Options]]
[[File:karmic dice setting.png|200px|thumb|The optional Karmic Dice setting, located in Gameplay Options]]
When the Karmic Dice option is enabled (it is by default), the game will avoid streaks of very low or very high rolls in a row.
When the Karmic Dice option is enabled (it is by default), the game will avoid streaks of very low or very high rolls.


However, Karmic Dice influence all rolls – including those of enemies – and the results will only ever skew toward a positive result for the dice roller. In short, '''the Karmic Dice setting makes combat encounters quicker and deadlier''' for both you and your enemies.  
However, Karmic Dice influences all rolls – including those of enemies – and the results always skew toward a positive result for the dice roller. In short, '''the Karmic Dice setting makes combat encounters quicker and deadlier''' for both you and your enemies, as attacks are more likely to hit and do higher damage.  


Karmic Dice was previously referred to as "Loaded Dice".
Karmic Dice was previously referred to as "Loaded Dice".


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{{NavGameplay/Mechanics}}