This is a little system I use for narrating attacks that miss. There is nothing explicitly stated on how an attack might miss, and it can be a bit confusing to narrate at times, so this is how I match up mechanics and narration of hits.
If an attack roll is:
1 - Attackers hand slips, drops weapon, trips over, etc. Attack is negated and/or the attacker hurts them self.
2-10 - Attack is made, but misses the target
10+ Dex Mod (if not in heavy armor) - the defender dodges out of the way. This can be from a sidestep, duck, etc.
10+ Armor Bonus - the attack connects, but the defenders armor / shield protects them from the blow
Each of these thresholds can be explained in a narrative way. 1-10 can be a comical failure, dex can seem like a Matrix Dodge moment, and armor bonus can seem like a very tense crashing of metal.
There are also some edge cases, and while I think there are a lot of ways to go about them, here is how I deal with a couple of them:
Unarmored bonus / natural armor - Blow glances off or hits but is absorbed like metal. The latter is especially cool for Barbarians
Magic Bonus to AC - Light shows surrounding the defender and mitigating the blow or deflecting it, think energy shields from movies of Halo
Cover - Attacks hit cover, or the smaller target makes it harder to aim and the blow sails just past the target, possibly sending debris or small shards of the cover everywhere
Size Bonus - Attack seems like it would normally hit, but the smaller creature has just enough space to manuever around the attack
Above AC - Target doesnt get out of the way, hit manages to penetrate armor, scratch them, hit an exposed spot, etc.
Temporary HP - Either magic shields target but cracks under force or the blow is taken and felt, but doesnt cut, bruise, etc.
rolling a 20 on a skill check isn’t an auto success. Some checks, players can’t win. Also, rolling a 1 on a skill check isn’t an auto fail (yea, it might fail more often, but rogues and bards get pretty dumb modifiers and rolling a 1 still might equal 11 or 12, which beats a medium difficulty DC).
I get that it adds hilarity sometimes (and that’s ok when it’s crucial to the story or a player surviving), but stop letting players break physics because of a dice roll.
((Source: PHB 5th edition. In chapter 7 (Skill Checks) there is no mention of crits, 20s or 1s. In Chapter 9 (Combat) page 73 “If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. In addition, the attack is a critical hit, as explained later in this chapter“.))
When the outcome of an action is uncertain the game uses a d20 roll to determine success or failure. These rolls are called d20 tests and they come in 3 kinds: Ability Checks Saving Throws and attack rolls. They Follow these steps
1 Roll 1d20: You always want to roll high. If the roll has Advantage or Disadvantage you roll 2 d20s but you use the number from only one of them the higher one if you have Advantage or the lower one if you have Disadvantage.
2 Add Modifiers: Add these modifiers to the number rolled on the d20:
The Relevant Ability Modifier
Your Proficiency Bonus if Relevant: Each Creature has a Proficiency Bonus a number added when making a D20 test that uses something such as a skill in which the creature has proficiency
Circumstantial Bonuses and Penalties: A class feature a spell or another rule might give a bonus or penalty to the die roll.
3 Compare the Total to a Target Number: If the total of the d20 and its modifiers equals or exceeds the target number it succeeds. Otherwise it fails. The DM determines target numbers and tells players whether their rolls are successful. The target number for an ability check or a saving throw is called a Difficulty class or DC. The target number for an attack roll is called an Armor Class or AC which appears on a character sheet or in a stat block.
Ability Checks: An Ability Check represents a creature using talent and training to try to overcome a challenge such as forcing open a stuck door picking a lock entertaining a crowd or deciphering a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting the dice determine the result.
Ability Modifier: An ability check is named for the ability modifier it uses a Strength check an Intelligence check and so on. Different ability checks are called for in different situations depending on which ability is most relevant.
Ability Check Examples
Ability Make a Check to
Strength Lift push pull or break something
Dexterity Move nimbly quickly or quietly
Constitution Push your body beyond normal limits
Intelligence Reason or remember
Wisdom Notice things in the environment or in creatures behavior
Charisma Influence entertain or deceive
Proficiency Bonus: Add your Proficiency Bonus to an ability check when the DM determines that a skill or Tool proficiency is relevant to the check and you have that proficiency. For example if a rule refers to a Strength (Acrobatics or Athletics) check you can add your Proficiency Bonus to the check if you have proficiency in the Acrobatics or Athletics skill.
Difficulty Class: The Difficulty Class of an ability check represents the task's difficulty. The more difficult the task the higher its DC. The rules provide DC's for certain checks but the DM ultimately sets the info below presents a range of possible DC's for ability checks.
Typical Difficulty Classes
Task Difficulty DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30
Saving Throws: A saving throw (also called a save) represents an attempt to evade or resist a threat such as a fiery explosion a blast of poisonous gas or a spell trying to invade your mind. You don't normally choose to make a save you must make one because your character or a monster (if you're the DM) is at risk. A save's result is detailed in the effect that caused it. If you don't want to resist the effect you can choose to fail the save without rolling.
Ability Modifier: Saving throws are named for the ability modifiers they use: a Constitution saving throw a Wisdom saving throw and so on. Different saving throws are used to resist different kinds of effects as shown below.
Saving Throw Examples
Ability Make a Save to
Strength Physically resist direct force
Dexterity Dodge out of harm's way
Constitution Endure a toxic hazard
Intelligence Recognize an illusion as fake
Wisdom Resist a mental assault
Charisma Assert your identity
Proficiency Bonus: You add your Proficiency Bonus to you saving throw if you have proficiency in that kind of save.
Difficulty Class: The Difficulty Class for a saving throw is determined by the effect that causes it or by the DM. For example if a spell forces you to make a save the DC is determined by the caster's spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC.
Attack Rolls: An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target's Armor Class. Attack Rolls usually occur in battle but the DM might also ask for an attack roll in other situations such as an archery competition.
Ability Modifier: Below shows which ability modifier to use for different types of Attack Rolls
Attack Roll Abilities
Ability Attack Type
Strength Melee attack with a weapon or an Unarmed Strike
Dexterity Ranged attack with a weapon
Varies Spell attack (the ability used is determined by the spellcaster's spellcasting feature)
Some features let you use different ability modifiers from those listed. For example the Finesse property lets you use Strength or Dexterity with a weapon that has that property.
Proficiency Bonus: You add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with as well as when you attack with a spell.
Armor Class: A creature's Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation whereas the AC of a monster appears in its stat block
Calculating AC: All creatures start with the same base AC calculation:
Base AC=10 + the creature's Dexterity modifier
A creature's AC can then be modified by armor magic items spells and more.
Only one base AC: Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which one to use only one base calculation can be in effect for a creature.
Rolling 20 or 1: If you roll a 20 on the d20 (called a natural 20) for an attack roll the attack hits regardless of any modifiers or the target's AC. This is called a critical hit. If you roll a 1 on the d20 (a natural 1) for an attack roll the attack misses regardless of any modifiers or the target's AC.
Advantage/Disadvantage: Sometimes a d20 test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll while Disadvantage reflects negative circumstances. You usually acquire Advantage or Disadvantage.
Roll 2 d20s: When a roll has either Advantage or Disadvantage roll a second d20 when you make the roll. Use the higher of the 2 rolls if you have advantage and use the lower roll if you have Disadvantage. For example if you have Disadvantage and roll a 18 and a 3 use the 3 If you instead have Advantage and roll those numbers use the 18.
They Don't Stack: If multiple situations affect a roll and they all grant Advantage on it you still roll only 2 d20's. Similarly if multiple situations impose Disadvantage on a roll you roll only 2 d20's. If circumstances cause a roll to have both Advantage and Disadvantage the roll has neither of them and you roll 1 d20. This is true even if multiple circumstances impose Disadvantage and only 1 grants Advantage or vice versa. In such a situation you have neither Advantage nor Disadvantage.
Interactions with Rerolls: When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20 you can reroll or replace only one die not both. You choose which one. For example if you have Heroic Inspiration and roll a 3 and a 18 on an ability check that has Advantage or Disadvantage you could expend your Heroic Inspiration to reroll one of those dice not both of them.
Campaigns for the Beginner: How do attack??!!11? (For D&D 3.5)
1) How do I attack? aka WHY IS IT SO FUCKING COMPLICATED TO HIT A BITCH?
Yeah, not joking with the "aka", bit. It can be really fucking complicated just to throw a punch, or swing a sword. So, I better take it slow. You too. read slowly, take notes, cross yourself and pray a Hail Mary, cuz this shit gets ridiculous.
First of all: you need a base attack bonus. When you choose a class, you'll see a chart. It shows up to... 20? levels, I think, and has all the basic stats of your class. It'll say "Base Attack Bonus", "Fortitude, Reflex, Will", some class features you pick up every level, and a number of spells chart if your class ever picks up spells. Everything else is gravy right now. Our mashed potatoes is that first one. The Base Attack Bonus, also called "BAB", or just "att bonus."
Every class has its own BAB. Fighters normally start with +1, but some classes start at +0, so make sure you check. It also might not increase EVERY level, so keep an eye on it.
Since I'm playing ranger, once again, I will use my ranger (and also the ability scores I rolled last week). For a ranger, the BAB starts at +1 (fuck yeah), and basically goes up by 1 every level (fuck yeeaaah). At level 6, rangers get a second attack, as well (hahaha, motherfuckers).
Because I'm an archer, I'm going to focus on RAB (ranged attack bonus), but if I were using a sword, or a fist, or anything that, let's say, doesn't have range, then it's called melee. We don't normally use MAB, however. Just AB, works. Whatever you prefer.
So:
AB (melee, means getting close and personally and seeing the life leave your opponents eyes, muahahaha)
RAB (ranged, means snipers. We're dicks; never get our hands dirty if we can help it)
AB relies on your Strength modifier. RAB relies on your Dex mod. My ranger's BABs are as follows:
AB: +1 +1> +2
RAB: +1 +3> +4
Now, let's put my ranger in combat. She starts off using her bow and arrows. She picks a target, announces it OUT LOUD, and rolls her att. Using JUST the RAB I have above (just BAB and Dex), I would roll 1d20, then add +4. I rolled 17 (no I really did YEAH NOW YOU ROLLED MORE THAN 10? WHAT ABOUT AT MY GAME, YOU FUCKING DICKTWAT OF A DICEROLLER!) *ahem* sorry.
So, 17 +4 > 21
And that is your attack roll (att). Now, you tell your DM (dungeon master) your roll. Then, the DM looks at the target's character sheet the ranger had aimed for. The DM looks at the target's AC (Armor Class, remember?). If your att is THE SAME OR HIGHER, you make a successful hit. You roll dmg. Dmg (damage) is specified by the equipment you used. Let's say my character used a longbow. (Because longbows are better, shut up, I'm not compensating for my lack of penis.) Longbow do 1d8 damage. That's it. Sadly, you need a composite longbow to add str mod to your damage. Anyway. I rolled a 7 (THIS IS HORSESHIT! WHY ARENT YOU ROLLING THIS WELL WHEN I ACTUALLY PLAY YOU FUCKING COMPUTERIZED PIECE OF-)
The enemy takes 7 dmg. (i'm ridiculously frustrated now)
Now, let's move on to AB: It works the exact same way. Melee weapons, however, allow you to add your str mod to your dmg. So if I had rolled 7 (*steams angrily*), I would add +1 as well and done 8 dmg. However, my att roll would have been 19, not 21. *shrugs*
Moving on.
There are a ton of different ways to increase your att roll.
Feats (easiest way)
Spells (limited to access to magic)
Magical Items (limited to treasure and/or the money you gots. Also, limited to the area you're in. A good DM makes finding good items even in a town at least VAGUELY difficult. The smaller the village, the less likely you'll find anything good, or be able to find someone to make it. Also, you could find a sweet new item and be too low-level, or the wrong class, to be able to use it)
Flanking/Charging (Flanking means two teammates facing each other with an enemy between them. With both teammates fighting the same opponent, the enemy is flanked, and the teammates get +2 to their att; Charging means, well, charging. Also called Bull Rush. It means you can move twice your distance AND still attack the opponent (normally if you run, you cannot attack). HOWEVER, you must move at least 10 feet, and you get a -2 to your AC. You also cannot move away afterwards, not even 5'. Taking the feat "Improved Bull Rush" however, negates the -2, I think? Yeah. Anyway.)
Those are the only ways I can think of off the top of my head to get more BAB, other than just leveling. The LAST THING to talk about when discussing attacks is an attack of opportunity.
2) What is an attack of opportunity, aka What is this fuckery?
An attack of opportunity is an extra attack allowed when the target is taken unawares or is distracted. There are certain situations where this happens.
when in combat, you attempt to move more than 10' away (unless you call "withdraw action")
when you pass within an enemy's reach (say your friend is fighting a troll, and you try to get past the troll, but you're within its 10' reach, it gets to attack you)
when you attempt to cast a spell while within melee reach
when you use a ranged weapon within melee reach (this happened to me this past weekend. Fucking trolls. It moved within 10 feet of me, and I couldn't move far enough away without creating an attack of opportunity anyway, so I just shot the bastard, but it got a hit on me first. It killed me. I would have done 53 dmg, damn it. I was so angry)
drawing a weapon while within melee reach of an enemy (that's why, children, you always have your weapon drawn if you're feeling antsy)
getting up from a prone position while in melee reach
I can't think of anything others. Basically, if you do any of those things, the enemy gets to attack you, even if they've already attacked that round, or if it's not even their turn to att. Which brings us to ONE MORE QUESTION, FUCK, I ALMOST FORGOT.
3) What is an attack round?
An attack rounds begins as soon as you enter combat with an enemy. Everyone, including the enemies, roll Initiative (d20, plus Dex modifier). The numbers are set up highest to lowest. The highest Initiative (Init) goes first. A round is how long it takes for every person on the list to attack/make some sort of action. Each round is six seconds long. No matter how long it takes to get through the list (ten minutes, an hour), IN GAME, that round was ONLY SIX SECONDS. That's important. Some spells are time sensitive. If the spell says its duration is 1 hour/ten minutes/1 minute/etc, it means 1 hour in game time. Not the time on your watch or phone. If it lasts 1 hour, that means the spell lasts-- fuck I have to do math. Shit. Um. Ten rounds = 1 minute. So, yeah, 600 rounds is one hour? yeeaaahh
I fucking hate math. Probably why my character KEEPS FUCKING DYING.