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core_mechanic [2020/01/14 13:28] – dave | core_mechanic [2020/02/04 00:18] – andrew |
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====== Core Mechanic ====== | ====== Core Mechanic ====== |
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a check. Roll 1d20 + modifier and compare | a check. Roll 1d20 + modifier and compare |
against the action’s Difficulty Class (DC). | against the action’s Difficulty Class (DC). |
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Either the GM or player of a PC roll checks depending on who is acting in the fiction. If a | Either the GM or player of a PC roll checks depending on who is acting in the fiction. If a |
Magical attack rolls are rolled by a spell-casting character on 1d20, adding his Intelligence Modifier (Scholars) or Wisdoms Modifier (Zealots) plus his proficiency bonus. The result must exceed the defender's defense. Monsters calculate the defense by adding either their Weak, Normal or Strong modifier (depending on the monster type) to a base of 10. On monster stats in this wiki, that defense rating is called "Resistance" and applies to all spells or spell-like attacks, regardless of type. For Spell Attack rolls made against a PC or Henchman, or NPC with full class Stats, the defense against a spell attack is calculated as 10 plus one Ability Score Modifier chosen by the DM based on the nature of spell (usually either DEX or WIS, but sometimes others) plus his proficiency bonus if the PC or henchman's class is proficient using that particular ability. | Magical attack rolls are rolled by a spell-casting character on 1d20, adding his Intelligence Modifier (Scholars) or Wisdoms Modifier (Zealots) plus his proficiency bonus. The result must exceed the defender's defense. Monsters calculate the defense by adding either their Weak, Normal or Strong modifier (depending on the monster type) to a base of 10. On monster stats in this wiki, that defense rating is called "Resistance" and applies to all spells or spell-like attacks, regardless of type. For Spell Attack rolls made against a PC or Henchman, or NPC with full class Stats, the defense against a spell attack is calculated as 10 plus one Ability Score Modifier chosen by the DM based on the nature of spell (usually either DEX or WIS, but sometimes others) plus his proficiency bonus if the PC or henchman's class is proficient using that particular ability. |
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====DESIGN NOTES==== | |
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Here's a question. When a monster effect, magic item or spell calls for a Saving Throw check, is that always against the default 11? Or is it against the attack roll? For spells, Magic Attacks replace almost all saves, but that's not the case for monster special abilities and we've been vague on magic items. | |
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