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| chargen:common_terms [2025/11/26 00:41] – [Saving Throws] elfinlocks | chargen:common_terms [2025/11/26 00:54] (current) – [Core Stats] elfinlocks | ||
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| * **Base Attack Bonus** determines your effectiveness in combat. | * **Base Attack Bonus** determines your effectiveness in combat. | ||
| - | * **Hit Dice** is determines your [[game_systems: | + | * **Hit Dice** is determines your [[game_systems:combat:health|Hit Points]], saving throws, and your general robustness. |
| * **Caster Level** determines the power of your magic. | * **Caster Level** determines the power of your magic. | ||
| * **Initiation Grade** determines the [[priority: | * **Initiation Grade** determines the [[priority: | ||
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| These modifiers round to the **nearest whole number, rounding up from 5.** For example, a [[chargen: | These modifiers round to the **nearest whole number, rounding up from 5.** For example, a [[chargen: | ||
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| + | ===== Rolling the Dice ===== | ||
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| + | Most actions in Pathrunner require you to roll a dice, typically a 20-sided die, or D20 for short. The D20 is the default dice through which your success or failure on attack rolls, skill checks, saving throws, and more are determined. Typically, you roll the D20 once per action (such as an attack), and then add your bonuses from your [[priority: | ||
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| + | Notably, the D20 is capable of providing you with critical success or critical failure on a roll: | ||
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| + | * A 1 on the D20 is a **critical failure**, this imposes an untyped -5 penalty to your total result. | ||
| + | * A 20 on the D20 is a **critical success**, this provides an untyped +5 bonus to your total result. | ||
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