Dice rolls: Difference between revisions

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The game determines the success of various actions by rolling dice for you and for other creatures in the game.  The result of a die roll or dice roll is often modified by bonuses and penalties.  Characters that are very skilled, use powerful items to enhance their abilities, or are under the effects of various empowering conditions (such as from spells or potions) will tend to roll higher numbers.  Characters that are unskilled, don't have access to good equipment, or are under the effect of negative conditions, will instead tend to roll lower numbers.
The game determines the success of various actions by rolling dice for you and for other creatures in the game.  The result of a die roll or dice roll is often modified by bonuses and penalties.  Characters that are very skilled, use powerful items to enhance their abilities, or are under the effects of various empowering conditions (such as from spells or potions) will tend to roll higher numbers.  Characters that are unskilled, don't have access to good equipment, or are under the effect of negative conditions, will instead tend to roll lower numbers.


Some rolls need to reach a certain value to be considered a success.  This is called the Difficulty Class of the roll, and is usually done with a D20.  Rolling a 1 on a D20 is referred to as a natural 1, and rolling 20 on a D20 is referred to as a natural 20.  On some rolls, these can have special effects, such as automatically failing or succeeding the roll, ignoring Modifiers and Difficulty Class.
The various types of die used in rolls are referred to by the number of sides they have: D4, D6, D8, D10, D12, and D20.  When multiple dice of a type are rolled, an abbreviation is used to refer to the roll, such as 2d4 for rolling two D4, 8d6 for rolling eight D6, and so on.
 
Some rolls need to reach a certain value to be considered a success.  This is usually done with a {{D20}}, and the target value is called the Difficulty Class of the roll.  Rolling a 1 on a D20 is referred to as a Natural 1, and rolling 20 is referred to as a Natural 20.  On some rolls, these can have special effects, such as automatically failing or succeeding the roll, ignoring Modifiers and Difficulty Class.


[[Category:Gameplay Mechanics]]
[[Category:Gameplay Mechanics]]
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== Karmic Dice ==
== Karmic Dice ==


In Baldur's Gate 3 you can enable the option to use so-called Karmic Dice.  This means that the game will avoid frustrating streaks of very low rolls in a row, and perhaps overly lucky streaks of very high rolls in a row.  The exact algorithm is not presently known and may be changed between versions of the game.
In Baldur's Gate 3, you can enable the option to use so-called '''Karmic Dice'''.  This means that the game will avoid frustrating streaks of very low rolls in a row, and perhaps overly lucky streaks of very high rolls in a row.  The exact algorithm is not presently known and may be changed between versions of the game.


== Types of rolls ==
== Types of rolls ==
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=== Attack Roll ===
=== Attack Roll ===


When a creature attacks another, it rolls a d20.  The result is modified by its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  If the result matches or exceeds the [[Armor Class]] of the target, then the attack is successful.  Otherwise, it's a failure; this could mean the attack was a miss, failed to hurt the target due to its armor, or the target was able to dodge or parry.
When a creature attacks another, it rolls a D20.  The result is modified by its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  If the result matches or exceeds the [[Armor Class]] of the target, then the attack is successful.  Otherwise, it's a failure; this could mean the attack was a miss, failed to hurt the target due to its armor, or the target was able to dodge or parry.


  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus
  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus
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A '''Damage Roll''' is performed when a successful attack is made, a spell hits a target, a trap is activated, and so on.  The result determines the damage done, in terms of hit-points.  This roll can involve any type and number of dice.
A '''Damage Roll''' is performed when a successful attack is made, a spell hits a target, a trap is activated, and so on.  The result determines the damage done, in terms of hit-points.  This roll can involve any type and number of dice.


For example, a successful hit with a [[Dagger]] will lead to a d4 being rolled to determine the damage (referred to as 1d4 damage), whereas a successful attack with a [[Greatsword]] will lead to two d6 being rolled (referred to as 2d6) for a total damage of 2 to 12.  Being caught in a [[Fireball]] will cause 8d6 points of damage, though a successful Saving Throw (see below) can reduce it to half.
For example, a successful hit with a [[Dagger]] will lead to a D4 being rolled to determine the damage (referred to as 1d4 damage), whereas a successful attack with a [[Greatsword]] will lead to two D6 being rolled (referred to as 2d6) for a total damage of 2 to 12.  Being caught in a [[Fireball]] will cause 8d6 points of damage, though a successful Saving Throw (see below) can reduce it to half.


For attacks made with weapons, the total value resulting from the roll is affected by the attacking creature's [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  For the damage of spell attacks, no such modifiers apply.
For attacks made with weapons, the total value resulting from the roll is affected by the attacking creature's [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  For the damage of spell attacks, no such modifiers apply.
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=== Saving Throw ===
=== Saving Throw ===


Various types of danger can be avoided by making a '''Saving Throw''', also called a save.  The creature rolls a d20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  The result must reach or exceed the Difficulty Class of the Saving Throw.
Various types of danger can be avoided by making a '''Saving Throw''', also called a save.  The creature rolls a D20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  The result must reach or exceed the Difficulty Class of the Saving Throw.


  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus
  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus
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=== Ability Check ===
=== Ability Check ===


Various actions, other than attacking or making a save, still require the creature to make an attempt that may fail.  The creature rolls a d20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and possibly a [[#Proficiency Bonus|Proficiency Bonus]].  The attempted action has a specific [[Difficulty Class]] which the result of the roll must match or exceed.
Various actions, other than attacking or making a save, still require the creature to make an attempt that may fail.  The creature rolls a D20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and possibly a [[#Proficiency Bonus|Proficiency Bonus]].  The attempted action has a specific [[Difficulty Class]] which the result of the roll must match or exceed.


  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus
  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus