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- 4 de Feb, 2013
Pathfinder Basics:
We're getting close enough to starting that I should give a rundown of how Pathfinder works. It's pretty simple. Most of the time when you want to do something where there is a non-trivial chance of failure you roll a 20 sided die (d20) and add a number based on your competence to the result. If the total is equal to or higher than the Difficulty Class (DC) of what you were trying to do, you succeed. If it's lower, you fail. Sometimes succeeding the DC by a large amount, or failing by a large amount (always multiples of 5) will cause you to succeed or fail even more, but usually it's a binary pass/fail.
For example:
In combat if you want to attack someone you add your attack bonus with the weapon you're using to your d20 roll. If it is equal to or greater than the Armor Class (AC) of your opponent, you hit. If it is less than the AC, you miss.
When you target someone with a spell sometimes you make an attack roll, but usually the target makes a saving throw. You also make saving throws to avoid traps and other hazards. A saving throw is a d20 roll + your bonus in that save category, and you compare it to the DC of the spell or hazard.
Sometimes instead of comparing your d20 result to a DC, you compare it to the d20 result of another character. If A is trying to hide from B, a rolls a d20 + his Stealth bonus, and B rolls a d20 plus her Perception bonus. If A rolls higher, he succeeds in avoiding B's notice, but if B rolls higher she finds A.
The primary time you roll non d20s is for damage. Things deal damage in all kinds of different types of dice, from d4s to d12s. When rolling damage roll the appropriate die type, add any damage bonuses, and subtract the result from the target's hit points. If your hit points go into the negatives, you're unconscious. If they go into a negative number great than your Constitution, you're dead.
There are more rules that get stacked onto this basic premise, but they're mostly situational. If you understand these basics you can understand pretty much any aspect of the game.
We're getting close enough to starting that I should give a rundown of how Pathfinder works. It's pretty simple. Most of the time when you want to do something where there is a non-trivial chance of failure you roll a 20 sided die (d20) and add a number based on your competence to the result. If the total is equal to or higher than the Difficulty Class (DC) of what you were trying to do, you succeed. If it's lower, you fail. Sometimes succeeding the DC by a large amount, or failing by a large amount (always multiples of 5) will cause you to succeed or fail even more, but usually it's a binary pass/fail.
For example:
In combat if you want to attack someone you add your attack bonus with the weapon you're using to your d20 roll. If it is equal to or greater than the Armor Class (AC) of your opponent, you hit. If it is less than the AC, you miss.
When you target someone with a spell sometimes you make an attack roll, but usually the target makes a saving throw. You also make saving throws to avoid traps and other hazards. A saving throw is a d20 roll + your bonus in that save category, and you compare it to the DC of the spell or hazard.
Sometimes instead of comparing your d20 result to a DC, you compare it to the d20 result of another character. If A is trying to hide from B, a rolls a d20 + his Stealth bonus, and B rolls a d20 plus her Perception bonus. If A rolls higher, he succeeds in avoiding B's notice, but if B rolls higher she finds A.
The primary time you roll non d20s is for damage. Things deal damage in all kinds of different types of dice, from d4s to d12s. When rolling damage roll the appropriate die type, add any damage bonuses, and subtract the result from the target's hit points. If your hit points go into the negatives, you're unconscious. If they go into a negative number great than your Constitution, you're dead.
There are more rules that get stacked onto this basic premise, but they're mostly situational. If you understand these basics you can understand pretty much any aspect of the game.