8
XP
61
Honor
::They can be confusing so don’t worry! it also took me a while to wrap my
head around how each works and especially when they come into play.
Here’s a breakdown to hopefully help you out:
Armor Class (AC): is a measurement of how difficult it is to land a successful blow on a target with an attack.
-
Attack Roll: When making an attack, the attacker rolls a d20 and adds any relevant modifiers to the roll. These modifiers typically include their ability modifier (Strength or Dexterity) and their proficiency bonus if they are proficient with the weapon they are using.
-
Comparing to AC: The total of the attack roll is compared to the target’s AC. If the total equals or exceeds the target’s AC, the attack hits and the attacker rolls for damage.
Example: Suppose we have an Archer named Arwyn, a level 5 Ranger with a Dexterity of 18 (+4 modifier), proficient with a longbow, and has chosen the Archery Fighting Style (+2 bonus to ranged attack rolls).
-
Arwyn’s Attack Bonus: +4 (Dexterity) +3 (Proficiency at level 5) +2 (Archery Fighting Style) = +9.
-
Arwyn shoots an arrow at a goblin with an AC of 15. She rolls a d20 and gets a 10.
-
Total Attack Roll: 10 (roll) + 9 (attack bonus) = 19.
-
Since 19 is greater than the goblin’s AC of 15, the attack hits.
Saving Throws: are reactive rolls to resist or mitigate harmful effects such as spells, poisons, or traps.
Rolling a Saving Throw: When an effect calls for a Saving Throw, the affected character rolls a d20 and adds any relevant ability modifier and proficiency bonus (if they are proficient in that type of saving throw).
Comparing to DC: The total is compared to a specified Difficulty Class (DC). If the total equals or exceeds the DC, the character successfully saves against the effect.
Example: A wizard casts Fireball, specifying a Dexterity Saving Throw DC of 14 to avoid half damage.
-
A warrior with a Dexterity of 12 (+1 modifier) and no proficiency in Dexterity saving throws rolls a d20 and gets an 8.
-
Total Saving Throw: 8 (roll) + 1 (Dexterity modifier) = 9.
-
Since 9 is less than the DC of 14, the warrior fails the saving throw and takes full damage.
Difficulty Class (DC): is a target number set by the Dungeon Master or determined by the rules, representing the challenge of a task or the potency of an effect.
-
Making a Check: Characters roll a d20, add any relevant modifiers (such as skill or ability modifiers), and compare the total to the DC.
-
Outcome: If the total equals or exceeds the DC, the character succeeds in the task or resists the effect.
Example: A rogue tries to pick a lock with a DC of 15.
-
The rogue has a total modifier of +7 in Thieves’ Tools (Dexterity modifier + proficiency bonus + expertise).
-
The rogue rolls a d20 and gets a 7.
-
Total Check: 7 (roll) + 7 (modifier) = 14.
-
Since 14 is less than the DC of 15, the rogue fails to pick the lock.
Summary:
-
AC is used to determine if attacks hit.
-
Saving Throws are used to resist or mitigate certain harmful effects.
-
DC is a target number for checks made to overcome challenges or resist effects.