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* Be within range. | * Be within range. | ||
* | * Have a targetable [[concealment]] level. | ||
</blockquote> | </blockquote> | ||
When you make an attack, whether by weapon or spell, the target must be within a specified range. For melee attacks this range is usually between 1 to 3 meter, decided by their size (Light & One-Handed = 1 meter, Two-Handed = 2 meters, Great = 3 meters), while ranged attacks either has a specified maximum range, or two ranges. When an attack has two ranges, the lower number is the normal range and the higher number is the long range. Any attack at long range is done at disadvantage, and you are unable to attack above the long range or maximum range. Any ranged attack made within 2 meters of an opponent is made with disadvantage, as long as the creature is able to sense and target you, see [[concealment]], and doesn't have disadvantage against you if they were to make an attack. | |||
=====2. Roll a d20:===== | |||
===== | |||
The attacker rolls a twenty-sided die. | The attacker rolls a twenty-sided die. | ||
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</blockquote> | </blockquote> | ||
===== | =====3. Attack Modifiers:===== | ||
To the result of the d20 roll, the attacker adds relevant modifiers. These modifiers include: | To the result of the d20 roll, the attacker adds relevant modifiers. These modifiers include: | ||
<blockquote> | <blockquote> | ||
* '''Proficiency Bonus.''' The character or creature adds their proficiency bonus if applicable. Spellcasting always adds their proficiency bonus. | * '''Proficiency Bonus.''' The character or creature adds their proficiency bonus if applicable. Spellcasting always adds their proficiency bonus. | ||
* '''Ability Modifiers.''' | * '''Ability Modifiers.''' [[Strength]] is used for melee cleaving, splitting and bludgeoning attack rolls. [[Dexterity]] is used for melee slashing and piercing attack rolls, as well as ranged attack rolls (including throwing). [[Intelligence]], [[Wisdom]] or [[Charisma]] is used for spellcasting rolls. | ||
* '''Bonus Modifiers.''' Any additional bonuses from magical weapons, class features, or other situational effects. | * '''Bonus Modifiers.''' Any additional bonuses from magical weapons, class features, or other situational effects. | ||
* '''Multiple Advantages.''' At your 2nd, 4th | |||
</blockquote> | </blockquote> | ||
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===== | =====4. Compare the Total to the target's Armor Level (AL)===== | ||
The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses. | The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses. | ||
<blockquote> | <blockquote> | ||
* [[Critical Success & Critical Failure]] | * '''[[Critical Success & Critical Failure]]''' | ||
* If the attack exceeds or fails the [[AL]] by 10 or more, the attack counts as either a critical success or a critical failure. Additionally, when rolling a natural 20 or a natural 1, the attack results in an increased or decreased degree of success or failure respectively. This usually results in a critical success or critical failure. | |||
</blockquote> | </blockquote> | ||
===== | =====5. Roll for Damage===== | ||
If the attack hits, the attacker typically rolls dice to determine the amount of damage dealt. The type and number of dice rolled depend on the weapon, spell, or attack being used. | If the attack hits, the attacker typically rolls dice to determine the amount of damage dealt. The type and number of dice rolled depend on the weapon, spell, or attack being used. | ||
=====6. Damage Modifiers===== | |||
To the result of the damage roll, the attacker adds relevant modifiers. These modifiers include: | |||
<blockquote> | |||
* '''Ability Modifier'''. | |||
** Melee cleaving, splitting and bludgeoning damage rolls uses [[Strength]]. | |||
** Melee slashing and piercing damage rolls uses [[Dexterity]]. | |||
** Ranged thrown damage rolls uses the corresponding melee damage ability modifier. | |||
** Ranged drawn and loaded damage rolls uses [[Draw Strength]] | |||
** Spell damage rolls do not usually add any damage from their ability modifier. | |||
* '''[[Immunities, Resistances, Susceptibilities and Vulnerabilities]]'''. Depending on the creature's defenses against the damage type caused, the damage may be negated (immunity), halved (resistance), increased by half (susceptibility) or doubled (vulnerability). | |||
</blockquote> | |||
<blockquote> | <blockquote> | ||
* [[Critical Success & Critical Failure]] | * [[Critical Success & Critical Failure]] | ||
* If the attack is a critical success, i.e. a critical hit, the damage is doubled after all positive modifiers have been applied. | |||
</blockquote> | </blockquote> | ||
Latest revision as of 13:44, 17 April 2025
An attack roll is a roll to determine whether an attack made by a character or creature is successful in hitting its intended target. When a character or creature declares it is making an attack, the following steps typically occur:
1. Determine the possibility of attacking:
When you make an attack, the attack must:
- Be within range.
- Have a targetable concealment level.
When you make an attack, whether by weapon or spell, the target must be within a specified range. For melee attacks this range is usually between 1 to 3 meter, decided by their size (Light & One-Handed = 1 meter, Two-Handed = 2 meters, Great = 3 meters), while ranged attacks either has a specified maximum range, or two ranges. When an attack has two ranges, the lower number is the normal range and the higher number is the long range. Any attack at long range is done at disadvantage, and you are unable to attack above the long range or maximum range. Any ranged attack made within 2 meters of an opponent is made with disadvantage, as long as the creature is able to sense and target you, see concealment, and doesn't have disadvantage against you if they were to make an attack.
2. Roll a d20:
The attacker rolls a twenty-sided die.
- Advantage. If the attacker has one advantage or three advantages on the attack roll, the attacker rolls two or three d20s respectively, and takes the higher of the two or three.
- Disadvantage. If the attacker has one disadvantage or three disadvantages on the attack roll, the attacker rolls two or three d20s respectively, and takes the lower of the two or three.
3. Attack Modifiers:
To the result of the d20 roll, the attacker adds relevant modifiers. These modifiers include:
- Proficiency Bonus. The character or creature adds their proficiency bonus if applicable. Spellcasting always adds their proficiency bonus.
- Ability Modifiers. Strength is used for melee cleaving, splitting and bludgeoning attack rolls. Dexterity is used for melee slashing and piercing attack rolls, as well as ranged attack rolls (including throwing). Intelligence, Wisdom or Charisma is used for spellcasting rolls.
- Bonus Modifiers. Any additional bonuses from magical weapons, class features, or other situational effects.
- Multiple Advantages. At your 2nd, 4th
The defender adds relevant temporary bonuses or situational effects to their AL, for example cover bonuses.
- Cover Bonus. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Type of Covers
Cover Details Half Cover Three-quarters Cover Total Cover
4. Compare the Total to the target's Armor Level (AL)
The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
- Critical Success & Critical Failure
- If the attack exceeds or fails the AL by 10 or more, the attack counts as either a critical success or a critical failure. Additionally, when rolling a natural 20 or a natural 1, the attack results in an increased or decreased degree of success or failure respectively. This usually results in a critical success or critical failure.
5. Roll for Damage
If the attack hits, the attacker typically rolls dice to determine the amount of damage dealt. The type and number of dice rolled depend on the weapon, spell, or attack being used.
6. Damage Modifiers
To the result of the damage roll, the attacker adds relevant modifiers. These modifiers include:
- Ability Modifier.
- Melee cleaving, splitting and bludgeoning damage rolls uses Strength.
- Melee slashing and piercing damage rolls uses Dexterity.
- Ranged thrown damage rolls uses the corresponding melee damage ability modifier.
- Ranged drawn and loaded damage rolls uses Draw Strength
- Spell damage rolls do not usually add any damage from their ability modifier.
- Immunities, Resistances, Susceptibilities and Vulnerabilities. Depending on the creature's defenses against the damage type caused, the damage may be negated (immunity), halved (resistance), increased by half (susceptibility) or doubled (vulnerability).
- Critical Success & Critical Failure
- If the attack is a critical success, i.e. a critical hit, the damage is doubled after all positive modifiers have been applied.