Post by Qurious / Reaver on May 6, 2010 7:00:43 GMT -5
To Hit
When you make an attack, compare your attack roll
to the appropriate defense score of the target.
✦ Hit: If the attack roll is higher than or equal to the
defense score, the attack hits and deals damage, has
a special effect, or both.
Automatic Hit: If you roll a natural 20 (the die
shows a 20), your attack automatically hits.
Critical Hit: If you roll a natural 20 (the die shows
a 20), your attack might be a critical hit (page 278).
A critical hit deals maximum damage, and some
powers and magic items have an extra effect on a
critical hit.
✦ Miss: If your attack roll is lower than the defense
score, the attack misses. Usually, there’s no effect.
Some powers have an effect on a miss, such as dealing
half damage.
Automatic Miss: If you roll a natural 1 (the die
shows a 1), your attack automatically misses.
Damage
When you hit with an attack, you normally deal
damage to your target, reducing the target’s hit points.
The damage you deal depends on the power you use
for the attack. Most powers deal more damage than
basic attacks do, and high-level powers generally deal
more damage than low-level ones. If you use a weapon
to make the attack, your weapon also affects your
damage. If you use a greataxe to deliver a power, you
deal more damage than if you use a dagger with the
same power.
DAMAGE ROLLS
✦ Roll the damage indicated in the power description.
If you’re using a weapon for the attack, the damage is
some multiple of your weapon damage dice.
✦ Add the ability modifier specified in the power
description. Usually, this is the same ability modifier
you used to determine your base attack bonus for
the attack.
In addition, any of the following factors might apply to
a damage roll:
✦ Racial or feat bonuses
✦ An enhancement bonus (usually from a magic
weapon or an implement)
✦ An item bonus
✦ A power bonus
✦ Untyped bonuses
Weapon Damage Dice
A [W] in a damage
expression stands for your weapon’s damage dice.
The number before the [W] indicates
the number of times you roll your weapon dice.
If a power’s damage is “2[W] + Strength modifier”
and you use a dagger (1d4 damage), roll 2d4, then add
your Strength modifier. If you use a heavy flail (2d6
damage) with the same power, roll 4d6, then add your
Strength modifier.
Damage Types In addition to normal damage,
such as the damage a weapon or a monster’s claws
deal, powers and other effects can deal specific types
of damage. For example, a hell hound’s breath deals
fire damage, a scorpion’s sting deals poison damage,
a mind flayer’s telepathic blast deals psychic damage,
and a wraith’s touch deals necrotic damage.
When a power deals a specific type of damage, the
power description specifies the type before the word
“damage.” A fireball deals 3d6 + Intelligence modifier
fire damage, for example. All the damage it deals
is fire damage. If a power doesn’t specify a damage
type, the damage has no type.
When you make an attack, compare your attack roll
to the appropriate defense score of the target.
✦ Hit: If the attack roll is higher than or equal to the
defense score, the attack hits and deals damage, has
a special effect, or both.
Automatic Hit: If you roll a natural 20 (the die
shows a 20), your attack automatically hits.
Critical Hit: If you roll a natural 20 (the die shows
a 20), your attack might be a critical hit (page 278).
A critical hit deals maximum damage, and some
powers and magic items have an extra effect on a
critical hit.
✦ Miss: If your attack roll is lower than the defense
score, the attack misses. Usually, there’s no effect.
Some powers have an effect on a miss, such as dealing
half damage.
Automatic Miss: If you roll a natural 1 (the die
shows a 1), your attack automatically misses.
Damage
When you hit with an attack, you normally deal
damage to your target, reducing the target’s hit points.
The damage you deal depends on the power you use
for the attack. Most powers deal more damage than
basic attacks do, and high-level powers generally deal
more damage than low-level ones. If you use a weapon
to make the attack, your weapon also affects your
damage. If you use a greataxe to deliver a power, you
deal more damage than if you use a dagger with the
same power.
DAMAGE ROLLS
✦ Roll the damage indicated in the power description.
If you’re using a weapon for the attack, the damage is
some multiple of your weapon damage dice.
✦ Add the ability modifier specified in the power
description. Usually, this is the same ability modifier
you used to determine your base attack bonus for
the attack.
In addition, any of the following factors might apply to
a damage roll:
✦ Racial or feat bonuses
✦ An enhancement bonus (usually from a magic
weapon or an implement)
✦ An item bonus
✦ A power bonus
✦ Untyped bonuses
Weapon Damage Dice
A [W] in a damage
expression stands for your weapon’s damage dice.
The number before the [W] indicates
the number of times you roll your weapon dice.
If a power’s damage is “2[W] + Strength modifier”
and you use a dagger (1d4 damage), roll 2d4, then add
your Strength modifier. If you use a heavy flail (2d6
damage) with the same power, roll 4d6, then add your
Strength modifier.
Damage Types In addition to normal damage,
such as the damage a weapon or a monster’s claws
deal, powers and other effects can deal specific types
of damage. For example, a hell hound’s breath deals
fire damage, a scorpion’s sting deals poison damage,
a mind flayer’s telepathic blast deals psychic damage,
and a wraith’s touch deals necrotic damage.
When a power deals a specific type of damage, the
power description specifies the type before the word
“damage.” A fireball deals 3d6 + Intelligence modifier
fire damage, for example. All the damage it deals
is fire damage. If a power doesn’t specify a damage
type, the damage has no type.