Hi! My 10yr old son and I are excited to become expert DnD Players/DMs, and I am hoping we can find a nice and friendly community to help us understand the basics. :)
Right now we are just trying to do simple turned based melee fighting (spell casting is next).
First question I have is calculating the damage.
For my character I have a Dagger, +1, and DMG reads 1d4+3. Assuming I do hit, the way to figure out how much damage I make is by rolling 1 4-sided dice and add +3, right? Is the +1 from the dagger already added to the DMG or do I add that to the total which would be 4?
And finally, when we were attacking a goblin his atk reads 2d6, I assume that means roll 2 6-sided dice and add the dmg?
When you say "DMG reads 1d4+3", what are you referring to? Normally when someone says DMG they mean "Dungeon Master's Guide", the book, but it certainly doesn't have a 1d4+3 listing in there for a Dagger +1. Let's go over damage calculations from a basic standpoint:
1) Take the damage dice from the weapon. A dagger is 1d4 (PHB, or Player's Handbook, page 149)
2) Add your ability modifier, as detailed in Chapter 9 on page 196. For a dagger, since it's a "finesse" weapon, it can be either Strength or Dexterity, and it's the +# listed next to the score (so a Dexterity or Strength of 14 or 15 would be a +2). Unless something very weird and deeply roleplaying rooted is going on, you normally just take whichever is higher of the two, and it's the same one you use on the attack roll.
3) Add any miscellaneous modifiers. This would include the +1 from a dagger +1, or the +2d6 cold damage (we'll get to that in a moment) from a frostbrand weapon, or whatever else applies.
Once you know what the modifiers are, you can record the whole thing all together on your character sheet, and it's certainly possible that 1d4+3 is everything added together. Unless something changes, it's going to be that every time, after all. If you're not sure, just double check. Calculate it manually and see if it matches.
When it comes to actually dealing the damage, you have it exactly right with the Goblin. If it reads 2d6, you would roll 2 6 sided dice (the cubes, "normal" dice) and add them together to determine the damage. 1d4+3 means you roll 1 4 sided die, then add 3 to the result. 1d4+2d6+7 would mean you roll 1 4 sided die, then roll 2 6 sided dice, add all those together, and add 7 to the total. And so on. Monsters have their damage calculated the same as players do, so normally a goblin does 1d6 (since it has a short sword) +2 (from its two dexterity) damage, but if something says it's dealing 2d6, it's 2d6, specific always overrides general.
Hope that helps, let me know if you have any further questions!
A weapon's damage is calculated by taking the weapon's damage die or dice (normally ranging from 1d4 for a dagger to 2d6 for a greatsword) and adding the attacking character's ability score modifier (normally Strength for melee weapons and Dexterity for ranged weapons, but a weapon with the finesse property (like a dagger or rapier) can be used with either, a weapon with the thrown property (like a dagger or javelin) is used with the same stat you would use for a melee attack with it when you throw it, and there are some things that let you use another stat for weapon attacks) and any other bonuses (such as the +1 from your +1 dagger). To determine the damage for a successful attack, just roll the dice (and add them together if there are more than one) and add the modifiers.
Example time, I think.
A character of 4th level or lower, with a Dexterity score of 14 or 15 (modifier of +2), using a dagger, +1, has a +5 bonus to his/her attack roll (roll to hit, explained below) and deals 1d4+3 (average 5.5) damage on a hit.
A character of 4th level or lower, with a Strength score of 16 or 17 (modifier of +3), using a nonmagical greatsword, has a +5 bonus to his/her attack roll and deals 2d6+3 (average 10) damage on a hit.
A 1st-level barbarian, with a Strength score of 16 (+3), using a nonmagical greataxe, has a +5 bonus to his/her attack roll and deals 1d12+3 (average 9.5) damage on a hit, or 1d12+5 (average 11.5) while raging (barbarian class feature, irrelevant for the moment except as an example of another type of damage bonus).
And now for attack rolls. When you make an unarmed strike (typically a punch or kick), attack with a weapon, or cast a spell that calls for a spell attack (spells will be discussed later), you roll 1d20 and add your attack bonus, which I explain how to calculate in the next sentence. Your attack bonus is equal to your ability score modifier (use the damage explanation above to determine which ability score; if you're using a spell, use your spellcasting ability) plus your proficiency bonus (unless you're attacking with a weapon that you don't have proficiency with) and any other bonuses (such as the +1 from a +1 dagger or the 1d4 bonus from the bless spell). Once you've added everything together, compare the total to the target's Armor Class (or AC); if it equals or exceeds the target's AC, you hit and it's time to roll damage.
There's one more thing you should know before I finish this post. If the d20 comes up 1 or 20 (before adding your attack bonus), you automatically hit (on a 20) or miss (on a 1). This is called a critical hit (or miss). If you score a critical hit, in addition to automatically hitting, you roll twice as many damage dice as normal (2d4 for a dagger or 4d6 for a greatsword, for instance).
Whew. After all that, I don't think I should start talking about spells in this post. I'll end by mentioning that, at least most of the time, when a PC (player character) attacks something controlled by the DM, that character's player tells the DM the result of the attack roll and the DM says whether or not the attack hits.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
This is great, I really appreciate you taking the time/effort to answer. We'll practice melee again tonight and maybe get into spell casting, so I'll do round 2 of newb questions tomorrow...
Thanks again!
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Hi! My 10yr old son and I are excited to become expert DnD Players/DMs, and I am hoping we can find a nice and friendly community to help us understand the basics. :)
Right now we are just trying to do simple turned based melee fighting (spell casting is next).
First question I have is calculating the damage.
For my character I have a Dagger, +1, and DMG reads 1d4+3. Assuming I do hit, the way to figure out how much damage I make is by rolling 1 4-sided dice and add +3, right? Is the +1 from the dagger already added to the DMG or do I add that to the total which would be 4?
And finally, when we were attacking a goblin his atk reads 2d6, I assume that means roll 2 6-sided dice and add the dmg?
Doing baby steps, so I'll stop there.
help is appreciated!
When you say "DMG reads 1d4+3", what are you referring to? Normally when someone says DMG they mean "Dungeon Master's Guide", the book, but it certainly doesn't have a 1d4+3 listing in there for a Dagger +1. Let's go over damage calculations from a basic standpoint:
1) Take the damage dice from the weapon. A dagger is 1d4 (PHB, or Player's Handbook, page 149)
2) Add your ability modifier, as detailed in Chapter 9 on page 196. For a dagger, since it's a "finesse" weapon, it can be either Strength or Dexterity, and it's the +# listed next to the score (so a Dexterity or Strength of 14 or 15 would be a +2). Unless something very weird and deeply roleplaying rooted is going on, you normally just take whichever is higher of the two, and it's the same one you use on the attack roll.
3) Add any miscellaneous modifiers. This would include the +1 from a dagger +1, or the +2d6 cold damage (we'll get to that in a moment) from a frostbrand weapon, or whatever else applies.
Once you know what the modifiers are, you can record the whole thing all together on your character sheet, and it's certainly possible that 1d4+3 is everything added together. Unless something changes, it's going to be that every time, after all. If you're not sure, just double check. Calculate it manually and see if it matches.
When it comes to actually dealing the damage, you have it exactly right with the Goblin. If it reads 2d6, you would roll 2 6 sided dice (the cubes, "normal" dice) and add them together to determine the damage. 1d4+3 means you roll 1 4 sided die, then add 3 to the result. 1d4+2d6+7 would mean you roll 1 4 sided die, then roll 2 6 sided dice, add all those together, and add 7 to the total. And so on. Monsters have their damage calculated the same as players do, so normally a goblin does 1d6 (since it has a short sword) +2 (from its two dexterity) damage, but if something says it's dealing 2d6, it's 2d6, specific always overrides general.
Hope that helps, let me know if you have any further questions!
Perfect, thanks!
We weren't using the modifiers, makes sense now.
You're doing pretty well so far.
A weapon's damage is calculated by taking the weapon's damage die or dice (normally ranging from 1d4 for a dagger to 2d6 for a greatsword) and adding the attacking character's ability score modifier (normally Strength for melee weapons and Dexterity for ranged weapons, but a weapon with the finesse property (like a dagger or rapier) can be used with either, a weapon with the thrown property (like a dagger or javelin) is used with the same stat you would use for a melee attack with it when you throw it, and there are some things that let you use another stat for weapon attacks) and any other bonuses (such as the +1 from your +1 dagger). To determine the damage for a successful attack, just roll the dice (and add them together if there are more than one) and add the modifiers.
Example time, I think.
And now for attack rolls. When you make an unarmed strike (typically a punch or kick), attack with a weapon, or cast a spell that calls for a spell attack (spells will be discussed later), you roll 1d20 and add your attack bonus, which I explain how to calculate in the next sentence. Your attack bonus is equal to your ability score modifier (use the damage explanation above to determine which ability score; if you're using a spell, use your spellcasting ability) plus your proficiency bonus (unless you're attacking with a weapon that you don't have proficiency with) and any other bonuses (such as the +1 from a +1 dagger or the 1d4 bonus from the bless spell). Once you've added everything together, compare the total to the target's Armor Class (or AC); if it equals or exceeds the target's AC, you hit and it's time to roll damage.
There's one more thing you should know before I finish this post. If the d20 comes up 1 or 20 (before adding your attack bonus), you automatically hit (on a 20) or miss (on a 1). This is called a critical hit (or miss). If you score a critical hit, in addition to automatically hitting, you roll twice as many damage dice as normal (2d4 for a dagger or 4d6 for a greatsword, for instance).
Whew. After all that, I don't think I should start talking about spells in this post. I'll end by mentioning that, at least most of the time, when a PC (player character) attacks something controlled by the DM, that character's player tells the DM the result of the attack roll and the DM says whether or not the attack hits.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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This is great, I really appreciate you taking the time/effort to answer. We'll practice melee again tonight and maybe get into spell casting, so I'll do round 2 of newb questions tomorrow...
Thanks again!