Damage Rolls.json 3.4 KB

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  1. {
  2. "breadcrumbs": [
  3. "Chapter 6: Equipment",
  4. "Weapons"
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  10. "markdown": "<title level=\"1\" right=\"Rules\">[Damage Rolls](/Rules.aspx?ID=221)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen the result of your attack roll with a weapon or unarmed attack equals or exceeds your target’s AC, you hit your target! Roll the weapon or unarmed attack’s damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows. \n\n<center>**Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties**</center>\n\n<center>**Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties**</center> Ranged weapons don’t normally add an ability modifier to the damage roll, though weapons with the [propulsive](/Traits.aspx?ID=191) trait add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.\n\n Magic weapons with [_striking_](/Equipment.aspx?ID=280), _greater striking_, or _major striking_ runes add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon’s damage die. At higher levels, most characters also gain extra damage from weapon specialization.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
  11. "name": "Damage Rolls",
  12. "next_link": {
  13. "label": "Critical Hits",
  14. "url": "/Rules.aspx?ID=222"
  15. },
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  17. "label": "Attack Rolls",
  18. "url": "/Rules.aspx?ID=219"
  19. },
  20. "rarity": "common",
  21. "release_date": "2019-08-01",
  22. "resistance": {},
  23. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons\r\n</additional-info>",
  24. "source": [
  25. "Core Rulebook"
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  28. "Core Rulebook pg. 278"
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  30. "source_category": "Rulebooks",
  31. "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>",
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  33. "text": " Damage Rolls Source Core Rulebook pg. 278 4.0 When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target’s AC, you hit your target! Roll the weapon or unarmed attack’s damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows. Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties Ranged weapons don’t normally add an ability modifier to the damage roll, though weapons with the propulsive trait add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier. Magic weapons with striking , greater striking , or major striking runes add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon’s damage die. At higher levels, most characters also gain extra damage from weapon specialization. ",
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