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{{TOC|limit=3}}
{{TOC|limit=3}}
== Dice notation ==
== Dice notation ==
Dice are notated with a ''d'' followed by the number of sides on that specific dice: {{hlist|
Dice are notated with a ''d'' followed by the number of sides on that specific die: {{hlist|
* {{DieIcon|d4|Force}} d4
* {{DieIcon|d4|Force}} d4
* {{DieIcon|d6|Radiant}} d6
* {{DieIcon|d6|Radiant}} d6
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* {{D20}}}}
* {{D20}}}}


The number of dice to be rolled is notated immediately before the ''d''. Any applicable '''[[#Modifiers|modifiers]]''' for the roll are given as an addition (if it is a '''bonus''') or subtraction (if is a '''penalty''') after the dice notation. When a single twenty sided dice (d20) is rolled with no modifiers, it is notated as {{InfoBlob|1d20}}. When two six-sided dice (d6) are rolled with a modifier of +3, the roll is notated as {{InfoBlob|2d6+3}}.
The number of dice rolled is notated by with a number placed immediately before the ''d,'' and any applicable modifiers are given as an addition (if it is a bonus) or subtraction (if is a penalty) after the dice notation. When a single twenty sided die (d20) is rolled with no modifiers, it is notated as {{InfoBlob|1d20}}. When two six-sided dice (d6) are rolled with a modifier of +2, the roll is notated as {{InfoBlob|2d6+2}}.


The range of potential results is often given in parentheses, especially for [[#Damage rolls|damage rolls]]. For example, a single dart from a {{SAI|Magic Missile|h=20px}} spell does {{InfoBlob|1d4+1 (2-5) Force damage}}. This means rolling 1d4 and adding 1 to the result, giving a possible total of 2 to 5 points of damage.
The range of potential results is usually given in parentheses. For example, a single dart from a {{SAI|Magic Missile|h=20px}} 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.  


== Modifiers ==
== Modifiers ==
A number of '''modifiers''' are potentially added to dice rolls. Modifiers are either '''bonuses''' which add to the result, or '''penalties''' which are subtracted from it. A roll may have bonuses and/or penalties from multiple sources; in such cases they are added together and expressed as a single modifier. For example, a d20 roll with a bonus of +5 and a penalty of -2 would be expressed as {{InfoBlob|1d20+3}}.
A number of modifiers are potentially added to dice rolls. These modifiers can be either bonuses which are {{em|added}} to the result or penalties, which are subtracted from the results.


; Ability score modifiers : Most rolls have an associated [[ability]], and creatures add their corresponding ability score modifier to the outcome of rolls they make.
; Ability score modifiers : Most rolls have an associated [[ability]], and creatures add their corresponding ability score modifier to the outcome of rolls they make.
:: Creatures also add an ability score modifier to the save DCs of actions they take or spells that they cast, again corresponding to an associated ability.
; Proficiency bonus : Creatures add their proficiency bonus to any attack rolls, ability checks, or saving throws that they make using weapons, skills, or saves that they are proficient in, as well as to all attack rolls made during spell attacks.
; Proficiency bonus : Creatures add their proficiency bonus to any attack rolls, ability checks, or saving throws that they make using weapons, skills, or saves that they are proficient in, as well as to all attack rolls made during spell attacks.
:: Creatures also add their proficiency bonus to the save DCs of spells they cast and class actions they take, and to the save DCs of actions they take using weapons they are proficient with.
; Additional modifiers : Some [[features]] and [[conditions]] add additional modifiers to save DCs and the results of rolls, such as [[Shillelagh]], which allows the caster to add their spellcasting ability modifier to their attack and damage rolls, instead of Strength or Dexterity.
; Additional modifiers : Some [[features]] and [[conditions]] add additional modifiers to save DCs and the results of rolls, such as [[Shillelagh]], which allows the caster to add their spellcasting ability modifier to their attack and damage rolls, instead of Strength or Dexterity.
When a creature forces an opponent to make a [[#Saving throw|saving throw]] against a spell the creature has cast or action they have taken, the applicable modifiers are added to the creature's save DC instead.


== d20 rolls ==
== d20 rolls ==
Whenever a creature attempts an action that has a chance of failure, it rolls a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed.
Whenever a creature attempts an action that has a chance of failure, they roll a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed.


These attempts are categorized either as attack rolls – which are rolled against the target's [[Armour Class]] (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC:
These attempts are categorized either as attack rolls – which are rolled against the target's [[Armour Class]] (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC:
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<center>Formula = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)}}</center>
<center>Formula = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)}}</center>


; Attack rolls : When a creature attacks a target, it makes an attack roll against the target's AC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped [[weapon]] (including unarmed), but some [[spells]] – such as a [[Warlock]]'s [[Eldritch Blast]] – require the caster to make spell attack rolls.
; Attack rolls : When a creature attacks a target, they make an attack roll against the target's AC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped [[weapon]] (including unarmed), but some [[spells]] – such as a [[Warlock]]'s [[Eldritch Blast]] – require the caster to make spell attack rolls.
; Saving throws : Traps, spells, conditions, and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or ''save''. To attempt a save, a creature rolls a d20 against a target save DC.
; Saving throws : Traps, spells, conditions, and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or ''save''. To attempt a save, a creature rolls a d20 against a target save DC.
; Ability checks : An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.
; Ability checks : An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.
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=== Save proficiency ===
=== Save proficiency ===
All classes give save proficiency with two abilities. Though when multiclassing, only the '''first''' class taken gives its save proficiencies. An additional save proficiency can be gained by taking the [[Resilient]] feat.
All classes give save proficiency with two abilities. Though when multiclassing, only the {{em|first}} class taken gives its save proficiencies. An additional save proficiency can be gained by taking the [[Resilient]] feat.
 
{{ClassSavingThrowsTable}}


=== Save DCs ===
=== Save DCs ===
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=== Death saving throws ===
=== Death saving throws ===
Death saving throws are a special type of saving throw made by playable characters after they have been {{cond|Downed}}. Death saves are made once per turn while the character remains Downed. If a Downed character receives damage from any source that isn't a critical hit, they automatically fail one death saving throw. A critical hit against a Downed character results in 2 failed saves. Melee attacks against a Downed target are always classified as a critical hit.  
Death saving throws are a special type of saving throw made by playable characters and companions after they have been {{cond|Downed}}. Death saves are made once per turn while the character remains Downed, and when the character takes damage while Downed. Three successful saves will let a creature stabilize, no longer needing to make death saves to survive, and three failures will lead to the creature becoming {{cond|Dead}}.  
 
Three successful saves will let a creature stabilize, no longer needing to make death saves to survive, and three failures will lead to the creature becoming {{cond|Dead}}.  


Death saving throws are not associated with an ability score and so don't get any modifiers, nor do they benefit from the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as {{SAI|Bless}}) or specifically to death saves (such as [[Family Ring]]). Death saves are always DC 10. A character dies when three failures are accumulated, or stabilizes when three successes are accumulated, whichever happens first.
Death saving throws are not associated with an ability score and so don't get any modifiers, nor do they benefit from the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as {{SAI|Bless}}) or specifically to death saves (such as [[Family Ring]]). Death saves are always DC 10. A character dies when three failures are accumulated, or stabilizes when three successes are accumulated, whichever happens first.
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=== Critical hits ===
=== Critical hits ===
{{main|Critical hit}}
[[File:critical hit.png|right|thumb|Example of a critical hit with a 1d6 shortsword.]]
[[File:critical hit.png|right|thumb|Example of a critical hit with a 1d6 shortsword.]]
When a creature rolls a natural 20 on an attack roll, the attack is a [[critical hit]]''.'' Critical hits automatically land regardless of the target's AC, and the attacker also rolls twice the normal number of dice to determine damage dealt, including additional dice such as those from smites or combat maneuvers. Modifiers and bonuses – including the creature's relevant ability score modifier and proficiency bonus – are not doubled.
When a creature rolls a natural 20 on an attack roll, the attack is a [[critical hit]]''.'' Critical hits automatically land regardless of the target's AC, and the attacker also rolls twice the normal number of dice to determine damage dealt, including additional dice such as those from smites or combat maneuvers. Modifiers and bonuses – including the creature's relevant ability score modifier and proficiency bonus – are not doubled.
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The formula that determines AC when wearing Armour in the torso slot is:
The formula that determines AC when wearing Armour in the torso slot is:
: {{InfoBlob|Torso armor AC + [[Dexterity|Dexterity modifier]] + shield bonus + other bonuses and penalties}}
: {{InfoBlob|Torso armor AC + [[Dexterity|Dexterity modifier]] + shield bonus + other bonuses and penalties}}
The AC bonus from Dexterity is typically capped at +2 when wearing [[Armour#Medium armour|medium armour]]{{note|The [[Medium Armour Master]] feat increases the cap from +2 to +3.}}{{note|A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include [[Yuan-Ti Scale Mail]], [[Unwanted Masterwork Scalemail]], [[Sharpened Snare Cuirass]], and [[Armour of Agility]].}}, and is reduced to zero when wearing [[Armour#Heavy armour|heavy armour]].
The AC bonus from Dexterity is typically capped at +2 when wearing [[Armour#Medium armour|medium armour {{note|The [[Medium Armour Master]] feat increases the cap from +2 to +3.}}{{note|A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include [[Yuan-Ti Scale Mail]], [[Unwanted Masterwork Scalemail]], [[Sharpened Snare Cuirass]], and [[Armour of Agility]].}}]], and is reduced to zero when wearing [[Armour#Heavy armour|heavy armour]].


Most [[Shields]] grant +2 AC.
Most [[Shields]] grant +2 AC.


Other bonuses include things like the [[Fighting style|Defense]] fighting style, which grants +1 AC while wearing armor, and the [[Cloak of Protection]], which grants +1 AC at all times. Bonuses to AC stack with each other.
Other bonuses include things like the [[Fighting style|Defense]] fighting style, which grants +1 AC while wearing armor, and the [[Cloak of Protection]].


==== Other formulas ====
==== Other formulas ====
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{{SAI|Unarmoured Defence (Barbarian)}}:
{{SAI|Unarmoured Defence (Barbarian)}}:
: {{InfoBlob|10 + Constitution modifier + Dexterity modifier + shield bonus + other bonuses and penalties}}
: {{InfoBlob|10 + Constitution modifier† + Dexterity modifier + shield bonus + other bonuses and penalties}}


{{SAI|Unarmoured Defence (Monk)}}:
{{SAI|Unarmoured Defence (Monk)}}:
: {{InfoBlob|10 + Wisdom modifier + Dexterity modifier + other bonuses and penalties}}
: {{InfoBlob|10 + Wisdom modifier† + Dexterity modifier + other bonuses and penalties}}


== Damage rolls ==
== Damage rolls ==
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== Karmic Dice ==
== Karmic Dice ==
[[File:karmic dice setting.png|upright=0.7|thumb|The optional Karmic Dice setting, located in Gameplay Options]]
[[File:karmic dice setting.png|upright=0.7|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 low rolls.  
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 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.  
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.  
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|}
|}


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 6.25% 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. However, the average roll of 2d4 is 5 damage, while the average roll of 1d8 is only 4.5. Therefore, 2d4 is generally more consistent in damage output and will result in higher rolls in the long run.  
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. However, the average roll of 2d4 is 5 damage, while the average roll of 1d8 is only 4.5. Therefore, 2d4 is generally more consistent in damage output and will result in higher rolls in the long run.  


=== Advantage mathematics ===
=== Advantage mathematics ===
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|8||65% ||87.75%||42.25%
|8||65% ||87.75%||42.25%
|-
|-
|9||60% ||84%|| 36%
|9||60% ||84%|| 42.25%
|-
|-
|10||55%||79.75%||30.25%
|10||55%||79.75%||30.25%
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