Damage: Difference between revisions

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}}[[File:1d4 + 1d6 Poison.png|right]]{{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Dice rolls]] and [[Damage mechanics]].''}}
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A '''damage roll''' is made to determine how much damage is dealt by a successful attack, area of effect spell, trap, or other damage source. It can involve one or many dice of any size from d4 to d12. It is separate to an [[Attack Roll]], which is a [[File:D20.png|20px|link=]] d20 roll determining if an attack hits and thus whether a damage roll is made.
{{hatnote|For a comprehensive overview of the game's damage calculations, see [[Damage mechanics]].}}
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[[File:1d4 + 1d6 Poison.png|right]]
'''Damage''' is a number that represents how deadly a threat is. When a [[creatures|creature]] ''takes damage'', they subtract that amount of damage from their current amount of [[hit points]].


Damage rolls are expressed in the game using both dice notation ('''''x''d''n''''', meaning ''x'' dice with ''n'' sides) and as a damage range ("'''(''x''~''y'')'''", meaning the roll will result in between ''x'' and ''y'' damage). All damage also has an assigned [[damage type]], which interacts with creature [[Damage types#Damage Vulnerability, Resistance and Immunity|resistances, vulnerabilities and immunities]]. If a weapon or other source of damage mixes different sizes of dice or damage types, they will be listed separately with a plus sign between them. The results of all individual dice are added together to determine the total damage (though see [[damage mechanics]] for more specifics on how this works).
Damage is ''dealt'' with [[attacks]] and other harmful [[actions]], as well as by a variety of [[conditions]].


For example, a successful attack with a {{WeaponIcon|Daggers}} [[Daggers|Dagger]] does a base of {{DamageText|1d4|Piercing}} damage (1~4). This means a single four-sided die [[File:D4_Piercing.png|20px|link=]] is rolled to determine the damage, for a total of 1 to 4 piercing damage. Most weapons use a single damage die, but some two-handed weapons use two: a successful attack with a {{WeaponIcon|Greatswords}} [[Greatswords|Greatsword]] does {{DamageText|2d6|Slashing}} damage (2~12), rolling two six-sided dice [[File:D6_Slashing.png|20px|link=]] for a total of 2 to 12 slashing damage. Damaging spells typically roll more dice: for example, being caught in a {{SAI|Fireball}} will cause {{DamageText|8d6|Fire}} damage (8~48), though a successful [[Saving Throw]] can reduce it to half.
== Overview ==
Damage rolls are expressed in the game using both dice notation ('''''x''d''n''''', meaning ''x'' dice with ''n'' sides) and as a damage range ("'''(''x''~''y'')'''", meaning the roll will result in between ''x'' and ''y'' damage).
 
=== Damage rolls ===
The base damage dealt by a [[weapons|weapon]], [[spells|spell]], class action or condition is usually determined by a ''damage roll''. Damage rolls are [[dice rolls]] made using the dice specified in the harmful source's description.
 
Creature add a relevant [[abilities|ability score modifier]] to the results of their damage rolls, and if they have the relevant [[proficiency]], they also add their proficiency bonus.
 
Dice used when making damage rolls is usually any number of dice with a minimum size of d4 and a maximum size of d12.
 
=== Damage types ===
All damage has a type. A creature's [[Resistances|resistances]] determine what danage types is is immune, resistant or vulnerable towards.
 
Damage dealt to resistant creatures is halved, whereas damage dealt to vulnerable creatures is doubled.
 
If a creature is immune to a damage type, they take no damage to it.
 
If a source of damage mixes different sizes of dice or damage types, they will be listed separately with a plus sign between them.
 
== Sources of damage ==
A successful attack with a {{WeaponIcon|Daggers}} [[Daggers|Dagger]] does a base of {{DamageText|1d4|Piercing}} damage (1~4). This means a single four-sided die [[File:D4_Piercing.png|20px|link=]] is rolled to determine the damage, for a total of 1 to 4 piercing damage. Most weapons use a single damage die, but some two-handed weapons use two: a successful attack with a {{WeaponIcon|Greatswords}} [[Greatswords|Greatsword]] does {{DamageText|2d6|Slashing}} damage (2~12), rolling two six-sided dice [[File:D6_Slashing.png|20px|link=]] for a total of 2 to 12 slashing damage. Damaging spells typically roll more dice: for example, being caught in a {{SAI|Fireball}} will cause {{DamageText|8d6|Fire}} damage (8~48), though a successful [[Saving Throw]] can reduce it to half.


== Modifiers ==
== Modifiers ==
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=== Ability Score Modifier ===
=== Ability Score Modifier ===
A bonus or penalty may be applied to the result of the roll based on either Strength or Dexterity.  For rolls involving multiple dice, such as 2d4, the dice are rolled together, and the modifier is applied to the total result, not to each die.
A bonus or penalty may be applied to the result of the roll based on either Strength or Dexterity.  For rolls involving multiple dice, such as 2d4, the dice are rolled together, and the modifier is applied to the total result, not to each die.


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{{AbilityScoreModifierTable}}
{{AbilityScoreModifierTable}}


== A bit of Mathematics ==
== A bit of mathematics ==
 
Note that due to the mathematics of dice rolls, the difference between, say, 1d8 and 2d4 is more than just the higher minimum value of 2 on the 2d4 roll.  With the d8, you have an equal chance of getting, say, a 5 and an 8.  On the other hand, the 2d4 roll is statistically more likely to lead to a total value of 5, than a total value of 8.  This is most easily explained with a table of all possible outcomes:
Note that due to the mathematics of dice rolls, the difference between, say, 1d8 and 2d4 is more than just the higher minimum value of 2 on the 2d4 roll.  With the d8, you have an equal chance of getting, say, a 5 and an 8.  On the other hand, the 2d4 roll is statistically more likely to lead to a total value of 5, than a total value of 8.  This is most easily explained with a table of all possible outcomes:


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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 6.125% 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.
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.
==Related articles==
 
* [[Damage Mechanics]]
* [[Die Rolls]]
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[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]
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