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<blockquote data-quote="the Jester" data-source="post: 9524226" data-attributes="member: 1210"><p>Now then, as to how the game works on the most basic level- there are three basic types of "Did I succeed?" rolls, known in the 2024 rule set as D20 tests. These are:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Attacks. </strong>Roll 1d20, add any applicable bonuses. Higher is better.</li> <li data-xf-list-type="ul"><strong>Saves. </strong>Roll 1d20. You are trying to roll equal to or below the appropriate stat (e.g. a Dex save is roll equal to or less than your Dex). Within the limits of your stat, higher is better.</li> <li data-xf-list-type="ul"><strong>Checks. </strong>Like saves, you are trying to roll equal to or below the appropriate stat. However, these are rolled on a number of d6s. A typical check is rolled on 3d6. Again, within the limitations of your stats, higher is better.</li> </ul><p>So- why is higher better? Because some saves or checks <strong>also have a DC. </strong>When this occurs, you have to roll your stat or lower but <em>also </em>have to roll the DC or higher. To give a concrete example, here is my version of the 5e zombie's Undead Fortitude trait:</p><p></p><p><em>When reduced to 0 hit points, if the zombie makes a Con save with a DC equal to the damage it took, it instead has 1 hp. This doesn't apply against critical hits or radiant damage.</em></p><p></p><p>A typical zombie has a Con of 14. Let's say Gutboy Barrelhouse hits an already-wounded zombie for 6 points of damage and reduces its Hit Points to 0 or fewer. The zombie gets to roll a Con save to stay at 1 hp instead. </p><ul> <li data-xf-list-type="ul">If it rolls a 1 to 5, it fails its save, because the DC is 6.</li> <li data-xf-list-type="ul">If it rolls a 6 to 14, it succeeds on its save, because it equal or exceeded the DC, and it rolled equal to or less than its Con save.</li> <li data-xf-list-type="ul">If it rolls a 15 or higher, it fails, because it rolled higher than its Con score .</li> </ul><p>What about bonuses and penalties?</p><p></p><p>These come in two forms- <strong>static bonuses (or penalties)</strong> and <strong>bonus (or penalty) dice.</strong></p><p><strong></strong></p><p><strong>Static bonuses or penalties </strong>are simple modifiers like +1 or +2. These always stack and work as follows.</p><ul> <li data-xf-list-type="ul">On an attack, they add to or subtract from your roll.</li> <li data-xf-list-type="ul">On a check or save, they add to or subtract from the controlling ability score. So if you have a +2 bonus to Con saves and your Con is 12, you treat your Con like it's 14 when you make a Con save.</li> </ul><p><strong>Bonus or Penalty dice </strong>generally start as d6s. When you make a roll with bonus dice, you roll all the appropriate dice and add ONLY the highest roll to your attack or to the controlling ability of your check or save. There are several complications to this.</p><ul> <li data-xf-list-type="ul">If you have both bonus and penalty dice, they cancel each other out, assuming they are the same die type. For instance, if you have two d6 bonus dice and one d6 penalty die, you roll ONLY one d6 bonus die, as the other bonus die and penalty die cancel. This cancellation happens first, before combining dice (see the following bullet points).</li> <li data-xf-list-type="ul">When you have multiple bonus dice, you have the option of combining them. Two d6 bonus dice combine to form a d8; two d8 bonus dice combine to form a d10; and two d10 bonus dice combine to form a d12. Bonus dice never go above a d12. This lowers your average result but increases your potential maximum.</li> <li data-xf-list-type="ul">When you have multiple penalty dice of the same type (e.g. two d6s), they automatically combine as above.</li> </ul><p>As an example, if Blastum the mage is making a Wis save against an umber hulk's confusing gaze, and he has a d6 bonus die from a magic ring, another d6 bonus die from a feat, and a third d6 bonus die from a spell effect, plus a d6 penalty die from a magical mist permeating the area, here's what happens.</p><ol> <li data-xf-list-type="ol">First, the penalty die and one bonus die cancel, leaving him with two d6 bonus dice.</li> <li data-xf-list-type="ol">Blastum then decides whether to roll the 2d6 and take the better one or to combine them and roll 1d8 bonus die instead.</li> </ol></blockquote><p></p>
[QUOTE="the Jester, post: 9524226, member: 1210"] Now then, as to how the game works on the most basic level- there are three basic types of "Did I succeed?" rolls, known in the 2024 rule set as D20 tests. These are: [LIST] [*][B]Attacks. [/B]Roll 1d20, add any applicable bonuses. Higher is better. [*][B]Saves. [/B]Roll 1d20. You are trying to roll equal to or below the appropriate stat (e.g. a Dex save is roll equal to or less than your Dex). Within the limits of your stat, higher is better. [*][B]Checks. [/B]Like saves, you are trying to roll equal to or below the appropriate stat. However, these are rolled on a number of d6s. A typical check is rolled on 3d6. Again, within the limitations of your stats, higher is better. [/LIST] So- why is higher better? Because some saves or checks [B]also have a DC. [/B]When this occurs, you have to roll your stat or lower but [I]also [/I]have to roll the DC or higher. To give a concrete example, here is my version of the 5e zombie's Undead Fortitude trait: [I]When reduced to 0 hit points, if the zombie makes a Con save with a DC equal to the damage it took, it instead has 1 hp. This doesn't apply against critical hits or radiant damage.[/I] A typical zombie has a Con of 14. Let's say Gutboy Barrelhouse hits an already-wounded zombie for 6 points of damage and reduces its Hit Points to 0 or fewer. The zombie gets to roll a Con save to stay at 1 hp instead. [LIST] [*]If it rolls a 1 to 5, it fails its save, because the DC is 6. [*]If it rolls a 6 to 14, it succeeds on its save, because it equal or exceeded the DC, and it rolled equal to or less than its Con save. [*]If it rolls a 15 or higher, it fails, because it rolled higher than its Con score . [/LIST] What about bonuses and penalties? These come in two forms- [B]static bonuses (or penalties)[/B] and [B]bonus (or penalty) dice. Static bonuses or penalties [/B]are simple modifiers like +1 or +2. These always stack and work as follows. [LIST] [*]On an attack, they add to or subtract from your roll. [*]On a check or save, they add to or subtract from the controlling ability score. So if you have a +2 bonus to Con saves and your Con is 12, you treat your Con like it's 14 when you make a Con save. [/LIST] [B]Bonus or Penalty dice [/B]generally start as d6s. When you make a roll with bonus dice, you roll all the appropriate dice and add ONLY the highest roll to your attack or to the controlling ability of your check or save. There are several complications to this. [LIST] [*]If you have both bonus and penalty dice, they cancel each other out, assuming they are the same die type. For instance, if you have two d6 bonus dice and one d6 penalty die, you roll ONLY one d6 bonus die, as the other bonus die and penalty die cancel. This cancellation happens first, before combining dice (see the following bullet points). [*]When you have multiple bonus dice, you have the option of combining them. Two d6 bonus dice combine to form a d8; two d8 bonus dice combine to form a d10; and two d10 bonus dice combine to form a d12. Bonus dice never go above a d12. This lowers your average result but increases your potential maximum. [*]When you have multiple penalty dice of the same type (e.g. two d6s), they automatically combine as above. [/LIST] As an example, if Blastum the mage is making a Wis save against an umber hulk's confusing gaze, and he has a d6 bonus die from a magic ring, another d6 bonus die from a feat, and a third d6 bonus die from a spell effect, plus a d6 penalty die from a magical mist permeating the area, here's what happens. [LIST=1] [*]First, the penalty die and one bonus die cancel, leaving him with two d6 bonus dice. [*]Blastum then decides whether to roll the 2d6 and take the better one or to combine them and roll 1d8 bonus die instead. [/LIST] [/QUOTE]
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