I'm under attack. Now what?
Determine who’s seen who, attacks of opportunity, etc. For the sake of this guide, let’s pretend the monsters and you have seen each other at the same time, and both are willing to attack each other.
Step One: Roll Initiative
Roll 1d20 to see the order in which you, your party, and the monster attack. Your initiative is 1d20 + dexterity modifier. Your initiative stays with you for every round until the monster (or your party) is dead. Those who have the highest initiative attack first.
Sometimes, more than one person will roll the same initiative. In this case, 1d20 is rolled to determine who goes first.
Sometimes, more than one person will roll the same initiative. In this case, 1d20 is rolled to determine who goes first.
Wait! What's a round?
A round lasts 6 seconds, game time. Even though everyone’s rolled initiative and therefore take turns fighting, in the game world, everyone is attacking “at the same time” during those six seconds, though those with a higher initiative are attacking quicker. Think of it in terms of this scenario: There are four rangers (each with a longbow) fighting a fifth ranger. It takes roughly six seconds for the slowest ranger to grab an arrow from his quiver, notch it into his bow, and fire. Meanwhile, the other four are slightly quicker to fire their bows. Wizards of the Coast recognized that if all players were to attack at the same time, chaos would ensue and so set up the battles to be more like Final Fantasy rather than World of Warcraft.
Step Two: Announce your target
Most of the time, you will find yourself in range of your target. You may take your round to move to the target as well as attack it. However, we will find ourselves (occasionally) in a point where you are far enough away from the target(s) that you must take your round to move closer to that target. Most characters in this game move between 25 and 35 feet per round. There is a ruler function on roll20.net to help you determine how far you can move during your turn.
Let's take an example. Say you find yourself 50 feet from a monster, and it's your turn. If you're a ranger or a spellcaster, this poses no problem for you; you can simply begin your attack. However, if you're a melee, you need to move in range of the monster. Let's say your character moves 30 feet per round. You move 30 feet on your first turn, then end your turn. Let's say the monster stays put on his next turn. Then it's your turn again. You move 20 feet, and because you are now in range, you can begin your attack.
Let's take an example. Say you find yourself 50 feet from a monster, and it's your turn. If you're a ranger or a spellcaster, this poses no problem for you; you can simply begin your attack. However, if you're a melee, you need to move in range of the monster. Let's say your character moves 30 feet per round. You move 30 feet on your first turn, then end your turn. Let's say the monster stays put on his next turn. Then it's your turn again. You move 20 feet, and because you are now in range, you can begin your attack.
Step Three: ATTACK!
When it’s your turn to attack (based on initiative), you will roll an "attack roll" to see if you hit your target. Your goal is to get your roll to be higher than the monster’s AC (armor class), or, in common terms, its defense. Most of the time, you will not know your target’s AC.
I am attacking with a melee weapon.
To see if you hit your target, roll 1d20 + base attack bonus + strength modifier + size modifier. (In this game, all characters are medium size and so receive a size bonus of 0. Your base attack bonus is determined by your character's class.) If this number is greater than your target’s AC, roll for damage. This number is 1dx (as determined by your weapon) + strength modifier + weapon modifiers.
This number is subtracted from your target’s HP (hit points, or health).
I have another attack.
Excellent! Roll for your first attack as stated above, then follow the same directions for your second attack.
I have an off-hand weapon.
Attacking with two weapons is a little strange, and if you're not a rogue, you will probably never need this set of directions. If you do need them, I will help you through the process.
I have a two-handed weapon.
Good for you! (If you are holding a one-handed weapon with two hands, these directions do not apply to you.) You get one attack. Roll to see if it hits, first, as above. To roll for damage, do the following: 1dx (as determined by your weapon) + 1½ strength modifier + weapon modifiers. If this number is a fraction, round down (take the greatest integer).
I have a two-handed weapon with a second hit.
Follow the directions for “I have a two-handed weapon,” then for “I have another attack.” (The second attack doesn’t get the 1½ strength modifier bonus; just the regular modifier.)
This number is subtracted from your target’s HP (hit points, or health).
I have another attack.
Excellent! Roll for your first attack as stated above, then follow the same directions for your second attack.
I have an off-hand weapon.
Attacking with two weapons is a little strange, and if you're not a rogue, you will probably never need this set of directions. If you do need them, I will help you through the process.
I have a two-handed weapon.
Good for you! (If you are holding a one-handed weapon with two hands, these directions do not apply to you.) You get one attack. Roll to see if it hits, first, as above. To roll for damage, do the following: 1dx (as determined by your weapon) + 1½ strength modifier + weapon modifiers. If this number is a fraction, round down (take the greatest integer).
I have a two-handed weapon with a second hit.
Follow the directions for “I have a two-handed weapon,” then for “I have another attack.” (The second attack doesn’t get the 1½ strength modifier bonus; just the regular modifier.)
I'm attacking with a ranged weapon.
To see if you hit, roll 1d20 + base attack bonus + dexterity modifier + size modifier. (As stated above, in this campaign, we are all medium sized creatures and so have a 0 size modifier. Your base attack bonus is determined by your class.) If this number is greater than your target’s AC, roll for damage. This number is 1dx (as determined by your weapon) + dexterity modifier + weapon modifiers. This number is subtracted from your target’s HP (hit points, or health).
I have another attack.
Follow the exact same directions for your second attack.
I have another attack.
Follow the exact same directions for your second attack.
I'm casting magic!
This is a concentration check. Your spell may fail if something breaks your concentration (such as if someone shoots you in the face with an arrow or if you’re in the middle of a terrible storm). First and foremost, look at your cast time.
My spell is instantaneous!
Roll 1d20. Your target rolls an opposing check (either a will save or reflex save). If your roll is higher than the target’s save, your spell hits. (Then roll for damage as instructed by your spell.) Otherwise, your spell failed (or the target jumped out of the way, etc.). Either way, you have used up that spell for the day.
I have multiple hits for this spell.
Say you are attacking with 2d4 lightning bolts. For each bolt, you and your opponent must roll opposing checks. Therefore, some bolts may hit, and some may not. Either way, you have used up that spell for the day.
My spell takes 1 round (or longer) to cast.
During combat, your turn is spent casting that spell, and it doesn't come into effect until next round. You must roll a concentration check, and the target(s) will roll an opposing check.
I’m injured while casting a spell! What does that do to my concentration?
Your concentration check is calculated as follows: DC10 + points of damage taken + the level of spell you’re casting.
It says I use arcane or divine spells. What does that mean?
Arcane spellcasters prepare their spells each time they use it. They can use any of their spells at any time during the day. Divine spellcasters must prepare the spells they think they will use during the day when they wake up in the morning.
My spell is instantaneous!
Roll 1d20. Your target rolls an opposing check (either a will save or reflex save). If your roll is higher than the target’s save, your spell hits. (Then roll for damage as instructed by your spell.) Otherwise, your spell failed (or the target jumped out of the way, etc.). Either way, you have used up that spell for the day.
I have multiple hits for this spell.
Say you are attacking with 2d4 lightning bolts. For each bolt, you and your opponent must roll opposing checks. Therefore, some bolts may hit, and some may not. Either way, you have used up that spell for the day.
My spell takes 1 round (or longer) to cast.
During combat, your turn is spent casting that spell, and it doesn't come into effect until next round. You must roll a concentration check, and the target(s) will roll an opposing check.
I’m injured while casting a spell! What does that do to my concentration?
Your concentration check is calculated as follows: DC10 + points of damage taken + the level of spell you’re casting.
It says I use arcane or divine spells. What does that mean?
Arcane spellcasters prepare their spells each time they use it. They can use any of their spells at any time during the day. Divine spellcasters must prepare the spells they think they will use during the day when they wake up in the morning.
I rolled a 1. Now what?
A 1 on a d20 is an automatic failure. Sometimes, you may even injure yourself.
Note: If you're rolling damage on a d8, for example, and you roll a 1, that doesn't count. You just had a bad roll. A crit fail only counts with a d20.
Note: If you're rolling damage on a d8, for example, and you roll a 1, that doesn't count. You just had a bad roll. A crit fail only counts with a d20.
I rolled a 20! That's good, right?
Rolling a 20 on a d20 (or a 19, in special cases) means your roll was a “critical.” This means, for an example, either you hit the monster at a weak point or you had so much force behind your attack that you did double (or in some cases triple) the damage you would normally deal. Calculate a critical as follows: (1dx) * critical + modifier.