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{{Core|name=Attack Interaction|The most important Interaction is the Attack Interaction, which is used whenever a weapon, body part, or missile would come into contact with a target. The Attacker first makes an Attack Roll ({{Dice|1d20}}) against the target's {{L|Core|Armor Class|Armor Class}} (AC). If the attacker is {{L|Core|Proficiency Bonus|Proficient}} with the {{L|Abilities|Ability}} they are using, they add their {{L|Core|Proficiency Bonus}} to the roll. If this roll is equal to or greater than the target's {{L|Core|Armor Class|AC}} (typically 10 + {{L|AV}} |
{{Core|name=Attack Interaction|The most important Interaction is the Attack Interaction, which is used whenever a weapon, body part, or missile would come into contact with a target. The Attacker first makes an Attack Roll ({{Dice|1d20}}) against the target's {{L|Core|Armor Class|Armor Class}} (AC). If the attacker is {{L|Core|Proficiency Bonus|Proficient}} with the {{L|Abilities|Ability}} they are using, they add their {{L|Core|Proficiency Bonus}} to the roll. If this roll is equal to or greater than the target's {{L|Core|Armor Class|AC}} (typically 10 + {{L|AV}}), the attack Hits. If the roll is less than the target's AC, the attack Misses. A natural 20 on the die is always a Hit, and a natural 1 is always a Miss. The consequence of a Hit is described in the "On hit" section of the {{L|Abilities|Ability}} that's used. |
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If the Hit is from a natural 20, then the attack is a Critical Hit and the effect of the {{L|Abilities|Ability}} "goes Critical". If this changes anything about the effect, then it's described in the {{L|Abilities|Ability's}} "On critical hit" section. |
If the Hit is from a natural 20, then the attack is a Critical Hit and the effect of the {{L|Abilities|Ability}} "goes Critical". If this changes anything about the effect, then it's described in the {{L|Abilities|Ability's}} "On critical hit" section. |
Revision as of 01:49, 26 January 2025
The most important Interaction is the Attack Interaction, which is used whenever a weapon, body part, or missile would come into contact with a target. The Attacker first makes an Attack Roll (1d20) against the target's armor class (AC). If the attacker is proficient with the ability they are using, they add their proficiency bonus to the roll. If this roll is equal to or greater than the target's AC (typically 10 + AV), the attack Hits. If the roll is less than the target's AC, the attack Misses. A natural 20 on the die is always a Hit, and a natural 1 is always a Miss. The consequence of a Hit is described in the "On hit" section of the ability that's used.
If the Hit is from a natural 20, then the attack is a Critical Hit and the effect of the ability "goes Critical". If this changes anything about the effect, then it's described in the ability's "On critical hit" section.
When making multiple Attacks in the same Turn with the same weapon, the Attacker takes an additional -5 to their Attack Roll for each Attack made beyond the first. This is called an Attack Penalty. For instance, if you Attack with the same weapon three times (using all three actions) in the same Turn, the first Attack has no Attack Penalty, the second has an Attack Penalty of -5, and the third has an Attack Penalty of -10. small weapons do not incur an Attack Penalty from multiple Attacks.
Any creature that is up may choose to be hit by an attack, even if the attack would normally Miss. This is called "Taking the Hit". They cannot choose to take a Critical Hit.