Dice rolls: Difference between revisions

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40 bytes removed ,  22 January 2023
>replaced the examples of gaining advantage and disadvantage on attack rolls when attacking enemies on higher/lower ground (it was patched several updates ago and now only gives flat -2/+2 bonuses) with more appropriate examples. Removed the part about elves getting proficiency in saving throws against being charmed (they do not, they just get advantage). Added a short explanation on how critical hits affect damage rolls currently in the game.
(>replaced the examples of gaining advantage and disadvantage on attack rolls when attacking enemies on higher/lower ground (it was patched several updates ago and now only gives flat -2/+2 bonuses) with more appropriate examples. Removed the part about elves getting proficiency in saving throws against being charmed (they do not, they just get advantage). Added a short explanation on how critical hits affect damage rolls currently in the game.)
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  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus
  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus


As a special case, a roll of 1 means that the attack fails regardless of bonuses and the target's Armor Class.  This is called a Critical Miss.  Likewise, a roll of 20 means the attack succeeds regardless of the target's Armor Class.  This is called a Critical Hit.  A critical hit also affects the result of the Damage Roll, though the details of how this will be implemented in the finished game are not known yet.
As a special case, a roll of 1 means that the attack fails regardless of bonuses and the target's Armor Class.  This is called a Critical Miss.  Likewise, a roll of 20 means the attack succeeds regardless of the target's Armor Class.  This is called a Critical Hit.  A critical hit also affects the result of the Damage Roll, though the details of how this will be implemented in the finished game are not known yet. Currently, a critical hit doubles all the damage dice involved in the damage roll, but not the modifiers.


Attacks done with [[Weapons]] always use an Attack Roll to determine success.  Some spells also use an Attack Roll to determine whether they hit their intended target (such as [[Fire Bolt]] or [[Eldritch Blast]]), though other spells hit the target automatically (such as [[Magic Missile]] or [[Fireball]]).  A spell that hits its target automatically may allow the target to make a Saving Throw instead.
Attacks done with [[Weapons]] always use an Attack Roll to determine success.  Some spells also use an Attack Roll to determine whether they hit their intended target (such as [[Fire Bolt]] or [[Eldritch Blast]]), though other spells hit the target automatically (such as [[Magic Missile]] or [[Fireball]]).  A spell that hits its target automatically may allow the target to make a Saving Throw instead.
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=== Advantage / Disadvantage ===
=== Advantage / Disadvantage ===


In various situations, a creature can have Advantage or Disadvantage on an Attack Roll, Damage Roll, Saving Throw, or Ability Check.
In various situations, a creature can have Advantage or Disadvantage on an Attack Roll, Saving Throw, or Ability Check.


Advantage simply means that you make the roll twice, and use the higher result.  Disadvantage means you use the lower result.
Advantage simply means that you make the roll twice, and use the higher result.  Disadvantage means you use the lower result.
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Examples of situations that grant Advantage:
Examples of situations that grant Advantage:


* Having the higher ground while making an attack
* Attacking an enemy that is Restrained
* Being unseen by the enemy while making an attack
* Being unseen by the enemy while making an attack
* Various spells and abilities that grant Advantage
* Various spells and abilities that grant Advantage
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Examples of situations that grant Disadvantage:
Examples of situations that grant Disadvantage:


* Trying to attack an enemy on higher ground
* Trying to make a ranged attack with an enemy that is within 5ft of you
* Trying to attack an enemy obscured by darkness
* Trying to attack an enemy obscured by darkness
* Various spells and abilities that grant Disadvantage
* Various spells and abilities that grant Disadvantage
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==== For Attack Rolls ====
==== For Attack Rolls ====


Weapon attacks will generally use Strength or Dexterity, depending on the weapon and the type of attack made.  Melee weapons use the Strength Modifier, unless they have the [[Finesse]] property (such as [[Dagger]] or [[Rapier]]), in which case Dexterity can be used instead.  The same rules apply to melee weapons with the [[Thrown]] property (such as [[Dagger]] or [[Handaxe]]) when they're thrown for a ranged attack: they use the Strength modifier, unless they have both Thrown and Finesse (such as [[Dagger]]), in which case Dexterity can be chosen again. Regular ranged weapons (such as Bows and Crossbows) always use Dexterity.
Weapon attacks will generally use Strength or Dexterity, depending on the weapon and the type of attack made.  Melee weapons use the Strength Modifier, unless they have the [[Finesse]] property (such as [[Dagger]] or [[Rapier]]), in which case Dexterity can be used instead.  The same rules apply to melee weapons with the [[Thrown]] property (such as [[Dagger]] or [[Handaxe]]) when they're thrown for a ranged attack: they use the Strength modifier, unless they have both Thrown and Finesse (such as [[Dagger]]), in which case Dexterity can be chosen again. Game will always automatically choose the higher of the two. Regular ranged weapons (such as Bows and Crossbows) always use Dexterity.


Spell attacks will use an [[Ability Score]] depending on the [[Class]] of the creature making it; see table above, under the section [[#Attack Roll]].
Spell attacks will use an [[Ability Score]] depending on the [[Class]] of the creature making it; see table above, under the section [[#Attack Roll]].
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==== For Damage Rolls ====
==== For Damage Rolls ====


Damage Rolls cannot benefit from Proficiency.
Damage Rolls do not benefit from Proficiency.


==== For Saving Throws ====
==== For Saving Throws ====


You can have Proficiency in a specific kind of Saving Throw, like Strength Saving Throw, Dexterity Saving Throw, and so on.  Each [[Class]] has Proficiency in two such types of Saving Throws.
You can have Proficiency in a specific kind of Saving Throw, like Strength Saving Throw, Dexterity Saving Throw, and so on.  Each [[Class]] has Proficiency in two such types of Saving Throws.
In addition, a creature can have Proficiency in more specific kinds of Saving Throws.  For example, Elves have Proficiency in Saving Throws against being [[Charmed]] due to their innate [[Fey Ancestry]] trait.


Besides affecting the Saving Throws a creature makes to save itself, the Proficiency Bonus of a creature also affects the Difficulty Class of Saving Throws it imposes on others, such as by casting spells against them.  The formula for this is: {{c|8 + Ability Score Modifier + Proficiency Bonus}}
Besides affecting the Saving Throws a creature makes to save itself, the Proficiency Bonus of a creature also affects the Difficulty Class of Saving Throws it imposes on others, such as by casting spells against them.  The formula for this is: {{c|8 + Ability Score Modifier + Proficiency Bonus}}
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