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New gamer has problems with combat system
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<blockquote data-quote="MThibault" data-source="post: 412265" data-attributes="member: 7971"><p>To expand a little bit:</p><p></p><p>DC is difficulty class. This applies to most of the d20 rolls in D&D.</p><p></p><p>In each of these cases the player rolls a d20 adds appropriate bonuses and tries to equal or exceed a target number. The DC is that target number.</p><p></p><p>So when a trap requires a Reflex Save (DC15), the player has to roll a d20 and add his Reflex Save bonus (which includes a bonus based on class and level, Dexterity modifier, Feats and magic bonuses). If the results of the d20+bonuses equals 15 (the DC) then the character avoids some or all of the effects of the trap.</p><p></p><p>The same system (game mechanic) is used for skill checks. For example, a Tumble skill-check DC15 will allow a player to avoid attacks of opportunity while moving near opponents, or an Open Lock check DC20 will open a "very simple" lock. </p><p></p><p>Some skill checks have a variable DC, called an opposed check: the opponent rolls a different skill and his roll+modifiers is the DC for the characters check. A Move Silently check is usually rolled against the opponents Listen check. So if you tell the DM you are going to try to sneak past the guards, you roll your check. Say your roll with modifiers comes out to a 22 (good stuff), if the guards roll less than 22 they don't hear you. If they roll 22 or better, they hear your footsteps and the jig is up. Check individual skill descriptions for the DCs of different tasks.</p><p></p><p>Actually, combat works the same way. You can think of Armor Class as the DC of the d20 attack roll, and it works exactly the same. Roll d20 add modifiers if you equal or better the Armor Class/Difficulty Class you have achieved success.</p><p></p><p>Hope that helps.</p><p></p><p>Cheers.</p></blockquote><p></p>
[QUOTE="MThibault, post: 412265, member: 7971"] To expand a little bit: DC is difficulty class. This applies to most of the d20 rolls in D&D. In each of these cases the player rolls a d20 adds appropriate bonuses and tries to equal or exceed a target number. The DC is that target number. So when a trap requires a Reflex Save (DC15), the player has to roll a d20 and add his Reflex Save bonus (which includes a bonus based on class and level, Dexterity modifier, Feats and magic bonuses). If the results of the d20+bonuses equals 15 (the DC) then the character avoids some or all of the effects of the trap. The same system (game mechanic) is used for skill checks. For example, a Tumble skill-check DC15 will allow a player to avoid attacks of opportunity while moving near opponents, or an Open Lock check DC20 will open a "very simple" lock. Some skill checks have a variable DC, called an opposed check: the opponent rolls a different skill and his roll+modifiers is the DC for the characters check. A Move Silently check is usually rolled against the opponents Listen check. So if you tell the DM you are going to try to sneak past the guards, you roll your check. Say your roll with modifiers comes out to a 22 (good stuff), if the guards roll less than 22 they don't hear you. If they roll 22 or better, they hear your footsteps and the jig is up. Check individual skill descriptions for the DCs of different tasks. Actually, combat works the same way. You can think of Armor Class as the DC of the d20 attack roll, and it works exactly the same. Roll d20 add modifiers if you equal or better the Armor Class/Difficulty Class you have achieved success. Hope that helps. Cheers. [/QUOTE]
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