Tutorial 1c:Attack and Damage

Attack

To make an attack, you roll 1d20 and add the relevant modifiers. If this roll is greater than or equal to the target’s AC, it is a hit.

Melee Attack Roll = 1d20 + Str Modifier
Ranged Attack Roll = 1d20 + Dex Modifier
Bread Roll = Bread + Filling
Drum Roll = Drum + Suspenseful Beat

Special
If you have the Weapon Finesse Feat, and are using a Light Weapon, you may use your Dex Modifier in place of your Str Modifier in your Melee Attack Roll
Rolling a 20 is an Automatic Hit and Critical Threat
Rolling a 1 is an Automatic Miss

Damage
If you hit your opponent, you roll for damage.

Melee Damage = (Weapon Damage) + Str Modifier
Ranged Damage = (Weapon Damage)

Special
Thrown Weapons and Composite Bows add Str Modifier to damage rolls.
Magic Weapons, like a +2 longsword for example, adds its numerical modifier to attack and damage rolls. Its not important for you to know since you won’t be getting any

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Published in: on April 14, 2008 at 2:10 pm  Leave a Comment  

Tutorial 01b:Rounds and Turns

Rounds and Turns

Combat is turn based. Each turn is approximately 6 seconds in real life. But since we don’t have real lives, this might be an irrelevant comparison. But bear with me.

On your turn, you get to do one of the following

1 Full Round Action
-or-
1 Standard Action and/or 1 Move Action
-or-
2 Move Actions

Examples of Full Round Action
Full Attack
Cast a Spell
Charge
Use skill that takes 1 round

Examples of Standard Action
Single Attack
Cast a Spell
Use skill that takes 1 action

Examples of Move Actions
Move up to your speed (30 ft for most of you)
Draw or Sheathe a Weapon
Stand Up (After being tripped for example)
Manipulate an Object (Open/Close a door)

Related Info
Action Types

Published in: on April 14, 2008 at 10:11 am  Leave a Comment  
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Tutorial 01a: Initiative and Combat

Initiative

At the start of combat, each participant rolls for initiative.

Initiative = 1d20 + Dexterity Modifier

The combatant with the highest initiative starts. Once he/she/it has completed his/her/its turn, the next highest initiative can act. Once all combatants are finished, the Round ends, and the next round begins, and we do it all over again until someone (most likely the ranger) is dead. Then everybody dances on his corpse, and then combat resumes

Flatfooted

At the start of combat, you are considered Flatfooted until your very first action comes up. This means you loose your Dexterity bonus to AC. Once start your turn, you are no longer Flatfooted.

Related Info
Initiative

Published in: on April 14, 2008 at 9:52 am  Comments (2)  
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