On this episode, we demonstrate the core mechanic of Dungeons & Dragons: the roll of the 20-sided dice. You and your DM will use it to determine the success or failure of practically every action your character takes.
On this episode, we demonstrate the core mechanic of Dungeons & Dragons: the roll of the 20-sided dice. You and your DM will use it to determine the success or failure of practically every action your character takes.
These rolls fall into three categories: Attacks, Checks, and Saving Throws. In each case, you roll a d20, then add or subtract the relevant modifier that appears on your character sheet. If you roll high enough, congratulations! You achieve your goal. If you roll too low, you don’t, and the story proceeds from there.
To demonstrate each of these rolls I'm joined by my first Dungeon Manager, and a character he's been playing from the very beginning.
A quick heads up for the rules enthusiasts: the spell mechanics in this episode were homebrewed on the fly, so Fladnag could roll a save, attack, and check back to back to back. If you’re about to send a scathing email about how Fireball works, let’s save you some time and pretend I’m mortified enough already.
Next time on Roll Factory we’ll dive into the character sheet, and look at the six most important numbers you never need to remember.
For our past adventures, or to join the campaign, search and subscribe to Roll Factory wherever you get podcasts.
For our past adventures, or to join the campaign, search and subscribe to Roll Factory wherever you get podcasts.
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