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The Slashing is the damage type. Some enemies have resistances to certain types of damage; cold, fire, slashing, bludgeoning, etc.
Below that is just the type of attack you're making. In this case: Melee
Before you role damage (the 1d10+3), you must first hit which is determined by a roll of a d20 plus your proficiency bonus (+2 at the start of the game) plusthe relevant ability score modifier (strength for melee weapons unless they have finess, dex for ranged weapons and finess melee weapons). This result must meet or exceed the target's AC (armor class).
D&D dice in the table top game come in a 4, 6, 8, 10, 12, 20 sides. so the lingo is number of dice, the letter d, and the type of the die/dice. so 1d10 is 1 10 sided die, or a 1-10 possible range of values. 2d6, the greatsword, is 2 6 sided dice, 2-12 possible values.
This.
The only correction I would make is that attack/save: melee attack doesn't refer so much to what you are doing but rather to how the enemy is defending against it. For all physical attacks it doesn't matter (goes against target's armor class) but for spells if you see something like attack/save: dexterity, it means the enemy is trying to use their dexterity modifier to resist a spell.
Sorry, could you add how the hit % is then calculated into this? as an example, if an enemy has an AC of 14, I have str 16 - so +3 - and it shows 75% chance to hit...what do I need to roll as a number to then connect the hit? Or is the % already calculating all the background numbers? If so, I maybe understand the d20 to mean 5% for each number from 2 up. So if it says I have a 95% chance to hit I need 2 or higher, 75% I need a 5 or higher and so on...is that right?
You are correct.
If you right click on an enemy you will get a break down of their stats and AC if you want to get a better understanding of the numbers going on behind the % calculations.
That's great and thank you for not ridiculing me :) Helps me understand how this works a little better now!!! With this in mind it maybe changes a lot of my idea for builds. I mean, raising str from 16 to 18 only really only adds to the dice roll by +4 from a +3? Doesn't seem like a huge benefit. Can you end up increasing abilities past 20? If not then the most you gain add as a modifier to the dice roll is +5? In essence, going from a 16 to a 20 gives you 10% better chance to hit? The larger benefit seems to be increasing your movement as being able to get behind or above gives you a 25% advantage, so movement and being able to get into positions of advantage seems to benefit more than actual attribute points if I'm correct in that? For example, I have 16 str and I'm behind an enemy that essentially already gives me 8 already on my roll? If the enemy then has 14AC then I need to roll at least a 7 to hit? If that's right then longstrider, misty step, jump, race movement speed and anything that boosts movement is more essential than boosting numbers on abilities
It helps you figure out the odds of hitting the target.
Say you're a higher level and you're fighting a black dragon. It's AC will change based on how old the dragon is. That age range is anywhere from 5 years old or less to over 801 years old.
A wyrmling would have an AC of 17 while an Ancient Black Dragon would have an AC of 22.
What this means is that to hit the wyrmling you would roll a 20 sided die, add your proficiency bonus plus any appropriate modifiers (strength or dexterity plus proficiency) and you would have to meet or go over a total of 17. If you can flank the wyrmling then you roll with advantage, meaning you roll the d20 twice and take the higher number.
If you hit the target then you roll the appropriate damage. In your case, 1d10+3. So a minimum of 4 damage to a maximum of 13, unless you rolled a natural 20 on the attack and get a critical hit. All that means is you roll 2d10+3 for the damage.
Abilities cap at level 20 and gaining advantage is very important, but I wouldn't say movement abilities trump ability scores.
One, advantage is most valuable on rolls that you have a 50/50 chance on, but isn't that great for rolls you have a very high or low chance to get. For example if you already have a 90% chance to hit, advantage only gives you a 5% increase to hit.
Two, attributes give you a lot more than just +hit. For example dexterity is +hit, +damage, higher initiative, higher ac, and higher dex saves and governed skill checks (stealth and sleight of hand).
Thanks again for the reply. Most helpful :)
I guess what I'm saying with my point in the last post is that I personally don't see the point of raising ability past 16...if taking dex as an example - you only need 14 for the +2AC and raising it any higher only adds +1 to hit chance/damage for every 2 ability points. 16 just seems like a sweet spot? I mean, raising to 20 means using 4 ability points but only gets you +5 over the +3 you have from 16, and so in reality a 10% better increase (when thinking about the d20). having 2 more damage doesn't really seem all that much for spending 4 ability points, but I guess the initiative advantage could be seen as greater importance. I think that's where dex and con have a little more worth to all characters as they respectively add to more health and initiative.
Sorry, I know you know all this but just trying to get my head around it. My point being, in a realm of RNG, it just makes more sense to have a well rounded character rather than focusing in making them stronger in 1 or 2 abilities. In this game, as of now, just seems to make sense to have all abilities at least 12 and then focus on 2 abilities at least to be 14-16. The int headband obviously helps as you can just dump int and get that. Having a warrior at str 20 only gives you 10% better chance than a 16 warrior but gimps you elsewhere to make saves. If they have high AC then they're still vulnerable to other attacks and so seems a worse trade off for that 10% chance where a 14-16str warrior is more sustainable and has roughly the same chance to hit with regards to the RNG. Taking into account Bless and buffs this even more negates a 20str warrior as you'd assume that tactically your physical damage characters will target lower AC enemies anyway. A 20str warrior is going to struggle hitting a high AC enemy just as much as anyone else and you'd want your magic damage characters targeting them.
I hope my ramblings make sense, but again just seems to make more sense going towards mobility rather than some pumped out character in ability points. Again, speaking tactically, your more mobile character can reach the target quicker. I guess, speaking more practically, it makes more sense to make a fighter from a half elf than a dwarf as an example. You get the saves from fighter and then immunity to sleep, 1 point into any two abilities and greater mobility...seems the weaker choice logically for fighter but actually might be the better choice on paper.
A lot of the dices rolls are made "behind the scenes" and automaticly, specificaly during combat or during exploration.
During dialogues You are the one to make the roll.
Its a visual representation of the player taking active actions during a dialogue.
Knwoing how the dices rolls works in combat can help you optimize those rolls.
If you are on a higher elevation than the target, your %Chances goes up etc, if you are obscured the enemies chances to hit you goes down.
You have some good insight, 16 is a decent place to "stop" for many stats... but using dexterity is probably the worst example you can give.
Lets take Dexterity for example. THE GOD STAT.
A starting dexterity character, a rogue, usually begins with a 16 dexterity. This gives him a +3 bonus.
So lets see what happens if at level 4 we can give him 18 Dex...
That gives him, +4 to his damage, instead of +3. We also increase his AC by 1. We've ALREADY gotten the same benefit as Two weapon fighting.
But we also get +1 to attack, +1 to Dexterity saving throws, +1 to Stealth, sleight of hand, acrobatics.
We get +1 initiative to boot!
You aren't "Spending 2 attribute points" , you're "Improving on nearly every aspect of the character at the same time."
It's harder to tell because you're making a GENERAL IMPROVEMENT over a SPECIFIC improvement.
HOWEVER... Lets take a look at a different example. Intelligence/Wisdom/Charisma for spellcasters.
Each of these determines HOW MANY spells you can memorize in battle, it's essentially your weapon kit. How many weapons you can bring. Not only that, it's how likely you are to hit with those weapons. 5% CAN be the difference between doing 50 damage, or doing ZERO damage. The more you can reliably attack, the more you can benefit. Being just a few feet out of range is so rare, that you're now spending a critical level up to solve an issue that, for many people, may not be a problem.
Strength is another interesting thing to look at. With more strength you can, obviously, gain more weapon damage and accuracy, but also further jump distance, more carry capacity, and you can grapple and throw better.
And perhaps the final thing I want you to consider is FAILING SAVING THROWS CAN KILL YOU.
Are feats good? Yes! Are stats good, Equally yes! It just depends on what you prioritize as a character.