The Dance of Metal and Magic - Combat
Jan 1, 2019 1:13:10 GMT -5
Mongo the Destroyer and ForeverKuroi like this
Post by Raiden Ishimori on Jan 1, 2019 1:13:10 GMT -5
So combat is obviously the most action-packed part of a D&D session because you got all these people fighting, there are swords clashing, spells being thrown at one another, pretty much almost anything you could think of. As with everything else, there are set rules that pertain to combat and they're very important to know so you can decide what you want to do on your turn when you're up in the Line of Initiative.
1. Rolling for Initiative. At the start of each combat encounter, I'll ask for everyone to roll for initiative. Your initiative for the fight is determined by rolling a d20+your Dexterity modifier. Obviously, the higher the number, the better, and usually meaning that you get to go before the enemy and thus deal damage to them before they can hurt you first.
2. Armor Class (AC). Every creature in D&D has an Armor Class, or AC, as determined by the armor they're wearing or if it's natural armor for them (as in the cases of Lizardfolk, Golems, Demons, etc.). By default, a character's AC without armor is a 10 and it varies depending on the armor worn. Some classes have a feature called "Unarmored Defense" which gives the class character an AC of 10+two of their stat modifiers listed in the feature. Obviously, the higher the AC, the harder you are to hit, thus making you a worthy threat on the battlefield, especially in melee combat.
(Light Armor - 11+Dexterity modifier but Studded Leather is 12+Dexterity modifier. Medium Armor - 12-15 (Depending on the armor) +your Dexterity modifier, max 2 which means if you have a Dex mod of +3, only 2 of the 3 will count towards the AC. Heavy Armor - Usually a set number of either 14, 16, 17, or 18. Again, depends on the armor you have. Shields add a +2 to your AC but only if you're proficient with Shields)
3. Attack & Damage Rolls. Attack Rolls are used when you're trying to attack a creature. These rolls are determined by rolling a d20+your proficiency bonus+your Strength modifier if wielding a MELEE weapon but can sometimes be used with your Dexterity modifier if the melee weapon has the FINESSE property on it. Melee weapons with the THROWN are also treated this way such as the case with Daggers. If wielding a RANGED weapon, you would roll a d20+your proficiency bonus+your Dexterity modifier. When it comes to damage rolls, you roll the die that's listed with the weapon and either your Strength or Dexterity modifier to the roll depending on the weapon type and properties it has (i.e. Finesse).
When it comes to making spell attacks, you roll a d20+your spellcasting bonus (proficiency bonus+spellcasting ability modifier) to see if the spell connects. Each spell has its own damage die, and you do NOT add your spellcasting modifier to the damage unless the spell specifically states that you can.
4. Saving Throws. This will mainly happen if you're fighting spellcasters or if someone in your party casts a spell that doesn't require an attack roll and instead forces the enemies to make saving throws. Each spell correlates to a different saving throw that is listed in the description of the spell (Ex. Fireball requires a Dexterity saving throw). If a creature succeeds on a saving throw, they either take half damage (if it's a damaging Area of Effect spell) or don't get affected by a status condition (Debuff spells that can induce paralysis, petrification, etc.). If a creature does fail it's saving throw, then it either takes the full damage that is rolled or suffers the status condition that the spell causes.
5. Attacks of Opportunity. These will occur if a creature or player doesn't take Disengage as their Action and they move out of an enemy's melee range, resulting in an Attack of Opportunity in which the attacker uses their reaction to make an attack against the fleeing enemy.
These are the main combat rules I wanted to point out but I will also answer any other combat-based questions if you guys have any. Again, either hit me up on Discord or PM me here on the boards.
1. Rolling for Initiative. At the start of each combat encounter, I'll ask for everyone to roll for initiative. Your initiative for the fight is determined by rolling a d20+your Dexterity modifier. Obviously, the higher the number, the better, and usually meaning that you get to go before the enemy and thus deal damage to them before they can hurt you first.
2. Armor Class (AC). Every creature in D&D has an Armor Class, or AC, as determined by the armor they're wearing or if it's natural armor for them (as in the cases of Lizardfolk, Golems, Demons, etc.). By default, a character's AC without armor is a 10 and it varies depending on the armor worn. Some classes have a feature called "Unarmored Defense" which gives the class character an AC of 10+two of their stat modifiers listed in the feature. Obviously, the higher the AC, the harder you are to hit, thus making you a worthy threat on the battlefield, especially in melee combat.
(Light Armor - 11+Dexterity modifier but Studded Leather is 12+Dexterity modifier. Medium Armor - 12-15 (Depending on the armor) +your Dexterity modifier, max 2 which means if you have a Dex mod of +3, only 2 of the 3 will count towards the AC. Heavy Armor - Usually a set number of either 14, 16, 17, or 18. Again, depends on the armor you have. Shields add a +2 to your AC but only if you're proficient with Shields)
3. Attack & Damage Rolls. Attack Rolls are used when you're trying to attack a creature. These rolls are determined by rolling a d20+your proficiency bonus+your Strength modifier if wielding a MELEE weapon but can sometimes be used with your Dexterity modifier if the melee weapon has the FINESSE property on it. Melee weapons with the THROWN are also treated this way such as the case with Daggers. If wielding a RANGED weapon, you would roll a d20+your proficiency bonus+your Dexterity modifier. When it comes to damage rolls, you roll the die that's listed with the weapon and either your Strength or Dexterity modifier to the roll depending on the weapon type and properties it has (i.e. Finesse).
When it comes to making spell attacks, you roll a d20+your spellcasting bonus (proficiency bonus+spellcasting ability modifier) to see if the spell connects. Each spell has its own damage die, and you do NOT add your spellcasting modifier to the damage unless the spell specifically states that you can.
4. Saving Throws. This will mainly happen if you're fighting spellcasters or if someone in your party casts a spell that doesn't require an attack roll and instead forces the enemies to make saving throws. Each spell correlates to a different saving throw that is listed in the description of the spell (Ex. Fireball requires a Dexterity saving throw). If a creature succeeds on a saving throw, they either take half damage (if it's a damaging Area of Effect spell) or don't get affected by a status condition (Debuff spells that can induce paralysis, petrification, etc.). If a creature does fail it's saving throw, then it either takes the full damage that is rolled or suffers the status condition that the spell causes.
5. Attacks of Opportunity. These will occur if a creature or player doesn't take Disengage as their Action and they move out of an enemy's melee range, resulting in an Attack of Opportunity in which the attacker uses their reaction to make an attack against the fleeing enemy.
These are the main combat rules I wanted to point out but I will also answer any other combat-based questions if you guys have any. Again, either hit me up on Discord or PM me here on the boards.