Dexterity: Difference between revisions

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Creatures with high dexterity can perform impressive acrobatic stunts like somersaults and vaults. It also determines a characters ability to be precise with weapons at long range, or when throwing objects at precise targets. Low dexterity however, makes for a clumsy creature, with slow reflexes and terrible accuracy when flinging or shooting objects.
Creatures with high dexterity can perform impressive acrobatic stunts like somersaults and vaults. It also determines a characters ability to be precise with weapons at long range, or when throwing objects at precise targets. Low dexterity however, makes for a clumsy creature, with slow reflexes and terrible accuracy when flinging or shooting objects.


====Armor Level====
=====Armor Level=====
You add your Dexterity modifier when calculating your Armor Level. Depending on the armor you wear, you might add some or all of your Dexterity modifier, as described in the Armor section in the Proficiency chapter.
You add your Dexterity modifier when calculating your Armor Level. Depending on the armor you wear, you might add some or all of your Dexterity modifier, as described in the Armor section in the Proficiency chapter.


====Attack Rolls and Damage====
=====Attack Rolls and Damage=====
You add your Dexterity modifier to your attack roll and your damage roll when making a slashing, piercing or ranged attack, such as a sling, longbow or rapier. For thrown attacks, you add your Dexterity modifier to your attack roll.
You add your Dexterity modifier to your attack roll and your damage roll when making a slashing, piercing or ranged attack, such as a sling, longbow or rapier. For thrown attacks, you add your Dexterity modifier to your attack roll.


====Dexterous Initiative====
=====Dexterous Initiative=====
You add your Dexterity modifier when you roll initiative at the beginning of every combat. Initiative determines the order of creatures' turns in combat, as described in the Combat chapter.
You add your Dexterity modifier when you roll initiative at the beginning of every combat. Initiative determines the order of creatures' turns in combat, as described in the Combat chapter.


====Ranged Attack Distanc====
=====Ranged Attack Distanc=====
Ranged Attack Distance (ft) is the distance at which a creature can hit another target at disadvantage with a ranged attack. This is their maximum accurate range, and ranges above automatically miss. At 1/4th of that range, a creature do no longer have disadvantage to attack the target with the ranged attack.
Ranged Attack Distance (ft) is the distance at which a creature can hit another target at disadvantage with a ranged attack. This is their maximum accurate range, and ranges above automatically miss. At 1/4th of that range, a creature do no longer have disadvantage to attack the target with the ranged attack.


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::Ranged Attack Distance (ft) = <code>(2/3) x (Weight<sup>-2/3</sup> x (your Dexterity score<sup>2</sup> + your Perception Proficiency bonus<sup>2</sup> + (your Dexterity score + your Perception Proficiency bonus)<sup>your Dexterity score / 10</sup>))<sup>1 - 0.001 x your Dexterity score</sup></code>
::Ranged Attack Distance (ft) = <code>(2/3) x (Weight<sup>-2/3</sup> x (your Dexterity score<sup>2</sup> + your Perception Proficiency bonus<sup>2</sup> + (your Dexterity score + your Perception Proficiency bonus)<sup>your Dexterity score / 10</sup>))<sup>1 - 0.001 x your Dexterity score</sup></code>


=====Example Calculation=====
'''Example Calculation'''
''If a creature has a Dexterity score of 14 and a Perception Proficiency bonus of 4 and wants to shoot or throw a 1 lb object, their Ranged Attack Distance is 165 ft with disadvantage, and 40 ft. without. This is without any modifying factors, like a ranged weapon or misty field of view.''
''If a creature has a Dexterity score of 14 and a Perception Proficiency bonus of 4 and wants to shoot or throw a 1 lb object, their Ranged Attack Distance is 165 ft with disadvantage, and 40 ft. without. This is without any modifying factors, like a ranged weapon or misty field of view.''


====Precision Modifiers====
=====Precision Modifiers=====
Depending on an object's shape and its path's predictability, the vision to the target and other perception based factors, the ability to aim and hit may be altered. Additionally, ranged weapons often have a modifier that reduces or increases the effective range, affecting the Ranged Attack Distance too. More about this is found under the Weapons section under Proficiencies.
Depending on an object's shape and its path's predictability, the vision to the target and other perception based factors, the ability to aim and hit may be altered. Additionally, ranged weapons often have a modifier that reduces or increases the effective range, affecting the Ranged Attack Distance too. More about this is found under the Weapons section under Proficiencies.

Latest revision as of 22:09, 21 October 2023

Dexterity score represents actions which require speed, agility and reflexes, or legerdemain and steadiness of hand.

Creatures with high dexterity can perform impressive acrobatic stunts like somersaults and vaults. It also determines a characters ability to be precise with weapons at long range, or when throwing objects at precise targets. Low dexterity however, makes for a clumsy creature, with slow reflexes and terrible accuracy when flinging or shooting objects.

Armor Level

You add your Dexterity modifier when calculating your Armor Level. Depending on the armor you wear, you might add some or all of your Dexterity modifier, as described in the Armor section in the Proficiency chapter.

Attack Rolls and Damage

You add your Dexterity modifier to your attack roll and your damage roll when making a slashing, piercing or ranged attack, such as a sling, longbow or rapier. For thrown attacks, you add your Dexterity modifier to your attack roll.

Dexterous Initiative

You add your Dexterity modifier when you roll initiative at the beginning of every combat. Initiative determines the order of creatures' turns in combat, as described in the Combat chapter.

Ranged Attack Distanc

Ranged Attack Distance (ft) is the distance at which a creature can hit another target at disadvantage with a ranged attack. This is their maximum accurate range, and ranges above automatically miss. At 1/4th of that range, a creature do no longer have disadvantage to attack the target with the ranged attack.

Ranged Attack Distance uses the same calculations as throwing distance, except for two things: The variables Strength and Athletics are replaced by Dexterity and Perception and the distance is reduced to 2/3rds of the distance otherwise calculated.

Additional modifying factors exist, and may be applied, just as with throwing distance.

Ranged Attack Distance (ft) = (2/3) x (Weight-2/3 x (your Dexterity score2 + your Perception Proficiency bonus2 + (your Dexterity score + your Perception Proficiency bonus)your Dexterity score / 10))1 - 0.001 x your Dexterity score

Example Calculation If a creature has a Dexterity score of 14 and a Perception Proficiency bonus of 4 and wants to shoot or throw a 1 lb object, their Ranged Attack Distance is 165 ft with disadvantage, and 40 ft. without. This is without any modifying factors, like a ranged weapon or misty field of view.

Precision Modifiers

Depending on an object's shape and its path's predictability, the vision to the target and other perception based factors, the ability to aim and hit may be altered. Additionally, ranged weapons often have a modifier that reduces or increases the effective range, affecting the Ranged Attack Distance too. More about this is found under the Weapons section under Proficiencies.