| oldcatnhat |
I am trying to learn to GM, a game for my family. have played some pnp dnd back 30 some odd years ago, and this is my first run at GM.
anyway I have a halfling rouge lvl 1, using a dagger and light crossbow.
the stat block she gave me, is thus.
Single Attack Dagger +2 (1d3+1/19-20)
or Crossbow, light +3 (1d6 /19-20 X2)
Full Attack
Dagger +2 (1d3+1/19-20)
Dagger-4 (1d3/19-20)
or Crossbow, light +3 (1d6 /19-20 X2) range 80
Space 5ft.; Reach 5
Special Attacks
Sneak Attack Sneak attack at an extra (D6) 1
My questions is where do the +2, +3, +2, -4 +3 stats come into play.
During the roll to hit, or during the damage roll.
would it be a damage roll like 1d3+1+2 (for the single attack dagger)
or is it +2 to hit, then 1d3+1?
please help me out, I managed to make it through the first session, would like to make sure im rolling it right though.
Thanks
| Cpt. Caboodle |
Hi, and welcome to the game...
the stats you mentioned are the attack modifiers. You roll the d20 and add (or subtract) the modifier to the opponent's armor class.
I'm wondering about the second dagger entry under Full Attack. A rogue doesn't get a second attack until lvl 8, and then the modifier is 5 less than the first attack, not 6.
If the rogue is attacking with two daggers, one in each hand, then both of them would be at +2, and then modified by the two-weapon-penalty:
-2 total right hand, -6 total left hand or
+0 total right hand, +0 total left hand with the two-weapon-fighting feat
Look here under two-weapon-fighting
Happy gaming!
| The Boss |
My questions is where do the +2, +3, +2, -4 +3 stats come into play.
Those are the attack modifiers. So to make an attack with that dagger, roll a d20and add 2. if you match or beat the targets AC then roll damage. 1d3+1.
If the character has Two Weapon Fighting (and a light weapon in his off hand), as a full round action you can make two attacks both at a -2.
MisterSlanky
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Here's how you read that stat block.
Single Attack
You get one move, and one standard action each round. A standard action may be used to swing your sword once, fire your crossbow once, or do a slew of other actions listed as "Standard actions" in the core rulebook (e.g. grapple somebody, cast spells, drink a potion, use a special ability, etc.).
Full Attack
A full attack takes up BOTH your move action and standard action. This comes into play in two very important situations, one is iterative attacks (which you won't have to worry about for some time), the second is dual wielding (which your character appears to do with two daggers).
So...what does that mean in terms of the +'s?
Breaking up the weapon stat
Look at a basic weapon stat - Longsword +6 (1d8+4 19-20)
- Longsword - Name of the weapon
- +6 - What you get to add to your d20 roll to-hit
- 1d8+4 - Your weapon damage, how much damage you to get to roll if you hit.
- 19-20 - Your critical threat range. If you roll this number on your to-hit roll and you hit, you may roll again to see if you do extra damage. If no multiplier is listed, it's always x2 damage, otherwise the block may say "x3", "x4" etc. If no range is listed, assume you only may crit on a natural 20.
So here's your specific character example...
Where it says "Single Attack" you have two options:
- Swing your dagger - You roll a d20 and add +2 to the roll (the bonus indicated before the damage). If the number you roll meets or exceeds the AC of your opponent, you hit and do 1d3+1 damage (the number written in the parentheses). In addition, rolling a 19 or a 20 on the d20 roll to hit MAY allow you a second to-hit (assuming you hit with the first attack, the next to hit would also involve rolling a d20 and adding +2). If you hit on the second roll, you do critical damage and roll 2d3+2 damage (your damage twice).
- Fire your crossbow - You roll a d20 and add +3 to the roll (the bonus indicated before the damage). Again, you have to meet or exceed the AC of your target to hit. You'll notice the critical range is the same for your dagger, so those rules noted above apply as well, and you may do 2d6 damage on a crit.
Now, the other thing to remember is that you still have a move action left. You could move up to your speed (as a halfling probably 20 feet or 4 squares). You could move before you use your weapon. You can also do some actions such as open a door or pull out an item as examples.
Where it says "Full Attack" you have two options as well:
Before I begin. I believe your stat block is wrong (I know, that confuses things). I will do a write-up here using the numbers you listed, and then explain why I think they're wrong after.
- Swing your main hand dagger AND swing your off-hand dagger. In this case you roll a d20 and add +2 for your main hand (using the damage noted to the right), and roll a d20 a second time and add -4 for your off-hand (using the slightly reduced damage listed if you hit). This allows for two attacks. Otherwise it functions exactly as noted above.
- Fire your crossbow - There is actually no reason (with an exception I won't get into) why you would ever fire your crossbow as a full attack. Crossbows may be fired as standard actions, so using a full action makes you lose your move action. You'll also see it's identical to the previously listed stats. I would cross this row out and forget it exists.
Now for why I think your stat block is wrong. You determine your to-hit by adding in your Base Attack Bonus (BAB) and the bonus of your strength (for melee attacks), or dexterity (for ranged attacks). So a dagger would be +2 to hit (level 1 rogue BAB = +0, strength 14 = +2). When two-weapon fighting, you get a second roll, but you take penalties on both rolls, specifically a -4 and a -8 (assuming you're not trained with the two-weapon-fighting feat). That means your +2 to hit, would become a -2 and a -6 to hit (if you had the two-weapon fighting feat, the penalties are reduced to -2 and -2, which would put you at +0 and +0 for your two attacks).
I know it's a lot to digest, so let me know if you have any questions. There are other rules as well (weapon finesse, your sneak attack die) etc. I did not cover here because frankly there was a lot of info in there already.
LordSynos
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...anyway I have a halfling rouge lvl 1, using a dagger and light crossbow.
the stat block she gave me, is thus.Single Attack Dagger +2 (1d3+1/19-20)
or Crossbow, light +3 (1d6 /19-20 X2)
Full Attack
Dagger +2 (1d3+1/19-20)
Dagger-4 (1d3/19-20)
or Crossbow, light +3 (1d6 /19-20 X2) range 80
Space 5ft.; Reach 5
Special Attacks
Sneak Attack Sneak attack at an extra (D6) 1My questions is where do the +2, +3, +2, -4 +3 stats come into play.
The modifiers you list appear to be the attack modifiers. As mentioned by the others above, those numbers are what is added to (or subtracted from) the d20 roll to determine whether an attack by the Rogue has hit an opponent. In this case, if the Rogue attacked an enemy with their dagger, they would roll the d20 and add 2 to the rolled number to get their result. Where the result equals or is higher than the targets AC, the Rogue has successfully struck their opponent.
During the roll to hit, or during the damage roll.
would it be a damage roll like 1d3+1+2 (for the single attack dagger)
or is it +2 to hit, then 1d3+1?...
The damage is the numbers in the bracket after the modified. If the Rogue landed a hit on an opponent, they would roll 1d3, then add 1 to the result. That would be the damage dealt. The /19-20 is the critical hit range of the Dagger. If the Rogue rolled a 19 or 20, then there is a chance that it is a critical hit. The Rogue then rolls again with the same modifiers as the original attack. If they succeed in hitting again, they have "confirmed the critical hit", and deal double damage (though not double sneak attack damage). If they fail the second attack, they still deal normal damage. A "natural 20", that is, if the 20 comes up on the d20, the attack always hits, while a 1 always misses.
A character who is wielding two weapons, and attacking with both, suffers a -6 penalty to their main hand, and a -10 penalty to their off hand. If the weapon in their off hand is a light weapon (and it is in this case, a dagger), both penalties are reduced by 2, to -4/-8. Assuming the +2 on the Single Attack Dagger is correct, the Full Attack with two Daggers should be -2 and -6.
If the Rogue has the Two Weapon Fighting feat, these penalties are reduced further. The main hand penalty is reduced by 2, and the off hand is reduced will be 6. This will result in -2/-2. Meaning the Rogue's Full Attack with two Daggers would be 0 and 0. The d20 roll would be the full to hit.
Their Strength is likely either 12 or 13, giving the +1 STR Mod. It explains the bonus damage on the Dagger (the +1 after the 1d3), as well as the +2 Attack Bonus of the Dagger, namely the 0 BAB of the level 1 Rogue, the +1 STR Mod, and the +1 Size bonus of being small.
| oldcatnhat |
Thank you all SO much, between each of you explaining it a little different, I think I really get it now :)
Your all right, the stats are wrong :) rouge should not have a offhand weapon, does not have 2 weapon fighting feat, dex 15, str 13.
but thank you so much MisterSlanky for explaining it as I had it written. wish I could give you guys +rep or something on this forum, you deserve it.
I do have one more question, I think I know the answer to (think it was said above) but want to clarify.
Single Attack Dagger +2 (1d3+1/19-20)
dagger gives +2 to hit, do I then add for the str/dex modifier? or is the bab/modifier already applied to the dagger +2? hope thats clear
thanks again for all your help, my kids enjoyed the first game so MUCH and I did half of everything wrong I think...was a lot of hand waving lol
| oldcatnhat |
Ahh thanks, would have been nice to know that last night :)
party was down, only rouge left and he couldn't hit the skeleton at all because its AC was 1 point to high, would have inspired him to know a 20 would hit regardless.
first TPK :) feels good to be GM lol
I have to seriously learn about healing though..party needs more than 1 heal a day from their druid cure light wounds spell. or they need to accept they can RUN :)