Hot answers tagged attack-roll
13
For
Attack: Dexterity vs. AC
you roll 1d20 and add your bonuses (using your Dexterity modifier) and compare that to the monster's AC.
If the sum is equal to or greater than the monster's AC, the monster is hit with the power.
Your bonuses are 1/2 your level + the attribute modifier (in this case Dex) + other bonuses such as weapon proficiency(+2), a ...
11
As far as I know, there's no official way to do it. The Players Handbook simply says "Make an attack roll. Compare your attack roll to the target's defense... to determine whether you hit or miss." (Page 269.) That leaves a lot of scope to the players and GMs to decide how to make that comparison.
I've seen GMs do it both of the ways you mention. I've seen ...
11
I'd use rules provided in the Dungeon Master's Guide, page 42.
Being the fire log drop a trick you could perform many times during an encounter, and something that does not consume standard actions (!), I'd use the Low Normal Damage expression of the table at page 42. That is: 1d6+3 damage at 1st, 2nd and 3rd level, up to 2d8+10 at 28th, 29th and 30th ...
9
How to make attack rolls is described on pages 215-7 of the Rules Compendium in pretty good detail. To sum it up. The Player's Handbook has a smaller version on page 274.
When making an attack roll add the following to 1d20:
The modifier for the attack power the character is using. This will be a stat bonus + 1/2 of the character's level.
The permanent ...
7
Here is what a Level 30 character could have, if optimized to hit.
+15 Levels
+10 prime stat of 30 (assumes an extra +2 to the prime stat from Epic Destiny)
+3 an expertise feat
+6 a +6 weapon
+3 weapon proficiency bonus
That's +37 without anything special added. You'll need an 11+ to hit Demogorgon, right at 50/50. Attacks against other defenses ...
7
Unfortunately the 4e character builder is correct.
The difference is between the implement and weapon keywords. Only those attacks with the weapon keyword add the proficiency bonus from your weapon. While a bow can be an excellent choice for the right kind of bard, it depends strongly on what you want to do with your bard. In this case, hyper-accuracy on ...
7
At the table, I ruled that the 'result' is the total value of the roll and not the resolution of the action. Later reading of the Rules Compendium led me to the following:
p.22 -- Making Checks, [make roll, add
modifiers] "3. Compare the result to a
target number. If the result equals or
exceeds the target number, the check
is a success."
...
6
To your final question: "Are there any official rules/guidelines to support [DM asking for defense?", in the basic game, no. I don't know about official tournaments, or sanctioned events, but for casual gameplay, they strongly encourage you to do whatever is best for your group/situation.
I agree with you, that in many situations, just saying what the ...
4
NO
The rules compendium directly addresses this issue:
Rules Compendium p.275:
Weapons as Implements and Vice Versa
Some adventurers have the ability to use a weapon as an implement or an implement as a weapon, and some magic items grant this ability. For example, the holy avenger weapon can be used as a holy symbol, which is a type of ...
4
Show them the numbers for faster combat
When I have time to set it up, I create little tent cards for each monster showing its name and four defenses. A picture matching the mini or pog would be even better.
This never seems to ruin anyone's "flow." It just saves them time asking me if they hit and speeds up combat. Faster (and less discussion about it) ...
4
I think the best you're going to come up with at this time is to add a macro for your roll so
/roll 2d20k1+10
And then a macro for each of your damage expressions, both the critical damage and also the normal damage so
/roll 1d12+8
And
/roll 20+1d6
You'll have to figure out when to roll which on your own.
The other option would be the set up ...
3
I think the thing to focus on here is what does the result mean?
If it means the numerical result of the roll plus attack modifiers, then that's all you have to go on for the reroll. You don't know if you hit or miss yet.
If it means the game result of whether you hit or miss, then that pretty clearly means that you know if you hit or miss before using ...
3
Wording seems a bit confused (but maybe I wasn't be able to find a specific glossary entry).
What I have inferred is this: is important to notice the difference between make and roll wording.
In my opinion, if the trigger states something like:
Trigger: You make a [attack roll|ability check|skill check|saving throw|...] and dislike the result.
Then ...
1
I don't believe the selected answer is correct.
The syntax of
__ (Dexterity) vs. AC
In the red box means, if you have a Dex of say 18, you would fill in the __ with +4. So the final card should read
+4 (Dexterity) vs. AC
In this particular attack, you do not add the +3 or +2 from your weapon proficiency, but you do add your half a level.
So if ...
1
I think with the nature of 4e, the best solution is for everyone to know the relevant stats. The game is tightly balanced based on these things, and expects you to act in a certain way according to how it's balanced. It's difficult to do if you don't know. Plus, everyone has access to the majority of enemy stats anyway, so it doesn't make sense to screw over ...
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