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	<title>Attack sequence - Revision history</title>
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	<updated>2026-10-17T03:56:25Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.bgtscc.net/index.php?title=Attack_sequence&amp;diff=4149&amp;oldid=prev</id>
		<title>Valleriani: 1 revision imported</title>
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		<updated>2017-08-31T22:05:14Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;When a [[character]] attacks another player a number of calculations are made to determine how successful that attack was. The following is from the perspective of the attacker:&lt;br /&gt;
&lt;br /&gt;
==Attacker&amp;#039;s swing==&lt;br /&gt;
A [[d20]] is rolled to produce a number between 1 and 20. This will be refer to as Die A.&lt;br /&gt;
*Add the [[attack bonus]] (AB) of the character&lt;br /&gt;
**The initial AB is based on the character&amp;#039;s [[base attack bonus]]&lt;br /&gt;
***Characters with multiple [[attacks per round]] get lower AB for each subsequent attack in the sequence.&lt;br /&gt;
**Add the following:&lt;br /&gt;
***[[ability modifier]] depending on the type of attacks.&lt;br /&gt;
****[[strength]] modifier if using a [[melee weapon]].&lt;br /&gt;
*****If the character has the [[weapon finesse]] [[feat]], is using a [[light weapon|light]] or otherwise appropriate melee weapon and has a greater [[dexterity]] modifier than strength modifier, add dexterity modifier instead of strength.&lt;br /&gt;
****dexterity modifier if using a [[ranged weapon]].&lt;br /&gt;
*** [[size modifier]]&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; if using a [[weapon]] the character has the [[weapon focus]] feat for.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;- 4&amp;#039;&amp;#039;&amp;#039; if using a weapon the character is not [[proficient]] in.&lt;br /&gt;
*** deduct the character&amp;#039;s [[armor check penalty]] if wearing [[armor]] the character is not proficient in.&lt;br /&gt;
&lt;br /&gt;
The final value is known as the character&amp;#039;s [[attack roll]].&lt;br /&gt;
&lt;br /&gt;
==Defender&amp;#039;s armor==&lt;br /&gt;
To calculate the [[armor class]] (AC) of the defender.&lt;br /&gt;
*The base AC value is &amp;#039;&amp;#039;&amp;#039;10&amp;#039;&amp;#039;&amp;#039;. Add the following:&lt;br /&gt;
**[[Armor bonus]]. From armor worn, this does not [[stack]] with itself.&lt;br /&gt;
**[[Shield bonus]]. From a held shield, this does not [[stack]] with itself.&lt;br /&gt;
**Dexterity modifier. This cannot exceed the [[maximum dexterity bonus]] of the currently worn armor.&lt;br /&gt;
**Size modifier. Smaller things are harder to hit.&lt;br /&gt;
&lt;br /&gt;
**[[Deflection bonus]]. Usually gained from magic items, this does not [[stack]] with itself.&lt;br /&gt;
**[[Natural armor bonus]]. Armor-like skin and toughness, this does not [[stack]] with itself. &lt;br /&gt;
**[[Dodge bonus]]. This is the ability of a character to evade the attack. It stacks with itself.&lt;br /&gt;
&lt;br /&gt;
===Touch attacks===&lt;br /&gt;
The defender&amp;#039;s armor bonus, shield bonus, and natural armor bonus (including any enhancement bonuses to those values) do not apply to AC against a touch attack. &lt;br /&gt;
&lt;br /&gt;
===Flat-footed===&lt;br /&gt;
When a defender is attacked while unaware, or incapable of protecting themselves, they are considered [[flat-foot]]ed. The defender&amp;#039;s dexterity modifier and dodge do not count towards AC. [[Uncanny dodge]] allows the dexterity modifier to be retained.&lt;br /&gt;
&lt;br /&gt;
==The impact==&lt;br /&gt;
If the character&amp;#039;s attack roll exceeds the defender&amp;#039;s [[AC]], the character has been succesful.&lt;br /&gt;
&lt;br /&gt;
===Automatic results===&lt;br /&gt;
If the character&amp;#039;s attack roll dice (die A) is a [[natural 20]] then the attack has automatically succeded irrelevant of the actual modifiers.&lt;br /&gt;
&lt;br /&gt;
If die A is a [[natural 1]] then the attack has automatically failed irrelevant of the actual modifiers.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
The amount of damage done to the defender after when successfully attacked is:&lt;br /&gt;
&lt;br /&gt;
The damage-dice is dependant on the weapon used with the following modifiers:&lt;br /&gt;
*Melee or thrown weapons add strength modifier, however:&lt;br /&gt;
**Off-hand weapons only add &amp;amp;frac12; strength.&lt;br /&gt;
**Two-handed weapons (except light weapons) add 1&amp;amp;frac12; strength.&lt;br /&gt;
&lt;br /&gt;
===Minimum damage===&lt;br /&gt;
The modified damage roll is considered to be at least 1 even if the actual modified value was lower.&lt;br /&gt;
&lt;br /&gt;
===Critical hit===&lt;br /&gt;
If a character&amp;#039;s successful attack roll dice (Die A) was within the critical [[threat]] [[threat range|range]] of the weapon he was using this can mean a critical hit has been scored. A second d20 attack roll is made (called a [[critical roll]]), including the same modifiers. If this also exceeds the defender&amp;#039;s AC then the attack is a [[critical hit]]. If the dice roll was a miss, then the attack is still a normal hit.&lt;br /&gt;
&lt;br /&gt;
Critical hits mean additional damage rolls equal to the weapon&amp;#039;s [[critical multiplier]].&lt;br /&gt;
&lt;br /&gt;
===Multiplying damage===&lt;br /&gt;
When multiplying damage, the damage is additional rolls of the weapon damage roll with the same modifiers. All multiplication is derived from the original damage roll dice.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;e.g.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[d6]] damage roll which has scored a critical hit of &amp;amp;times;2 is the same as 2d6. If the same dice recieves an additional &amp;amp;times;3 the total damage will be 5d6 &amp;#039;&amp;#039;(2d6 + 3d6)&amp;#039;&amp;#039; not 6d6.&lt;br /&gt;
&lt;br /&gt;
===Additional damage===&lt;br /&gt;
Additional damage rolls from other sources (e.g. [[sneak attack]]) are not affected by damage multiplications.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;e.g.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[d8]] damage roll which has scored a critical hit of &amp;amp;times;2 is the same as 2d8. If the same dice recieves an additional +d6 from a sneak attack, the damage becomes 2d8+d6 not 2d8+2d6.&lt;br /&gt;
&lt;br /&gt;
===Damage reduction===&lt;br /&gt;
If the defender has [[damage reduction]] it is possible that the final damage value can be reduced to 0.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game rules]]&lt;/div&gt;</summary>
		<author><name>Valleriani</name></author>
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