What happens when you get a 20 in DND?

The Elusive 20: What Happens When You Roll a Natural 20 in D&D?

The clatter of dice is a familiar sound to any Dungeons & Dragons player. But one sound, in particular, can send ripples of excitement through the table: the roll of a natural 20 on a d20. This isn’t just a high number; it’s a pivotal moment that often dictates the narrative of the game. So, what exactly happens when you roll a 20 in D&D?

In essence, a natural 20 on a d20 signifies a critical success in many situations. However, the specific consequences of this roll vary depending on the context. Let’s break it down:

The Natural 20: Attack Rolls and Beyond

Automatic Hit on Attack Rolls

The most iconic effect of a natural 20 is on an attack roll. When attacking an enemy, rolling a natural 20 guarantees that the attack hits, regardless of the target’s Armor Class (AC). This means that even the heavily armored, seemingly invincible foe is vulnerable to a natural 20. Furthermore, most of the time, it doesn’t just hit, it deals more damage; it’s a critical hit. This means the dice are rolled again and added to the standard damage roll of the attack, often doubling the damage output. For example, if your longsword usually deals 1d8 damage, a critical hit would result in 2d8 damage, plus your relevant modifier.

This rule of a natural 20 being an automatic hit has been a staple of D&D across multiple editions, including AD&D 1st and 2nd edition, D&D 3rd edition, 4th edition, and 5th edition. This consistent rule makes the natural 20 a universal symbol of triumph.

Saving Throws and Ability Checks: A Different Story

While a natural 20 is a universal critical success on attack rolls, it’s not the same for all rolls in D&D 5e. A natural 20 on a saving throw or an ability check does not automatically grant success.

  • Saving Throws: Unlike attack rolls, a natural 20 on a saving throw is only important if the character needs that to meet or exceed the required Difficulty Class (DC) of the save. If they fail, it is not a critical failure as is the case with a natural 1.
  • Ability Checks: Ability checks, such as trying to persuade a guard or scaling a wall, also do not result in an automatic success when rolling a 20. The player simply adds any relevant modifiers to the roll and compares the total against the DC. While a natural 20 is obviously helpful and likely to lead to success in most cases, it doesn’t guarantee it.

The “Dirty 20” and Modifiers

It’s crucial to distinguish a natural 20 from a roll that results in 20. For instance, if you roll a 16 on the die and have a +4 modifier, the final result is 20, but that is not a natural 20. This is sometimes called a “dirty 20”, or “boring 20”. While that is still a great number to have on a roll, it doesn’t grant the additional benefits of a natural 20 in the case of an attack roll. A 20 after adding modifiers still results in a successful roll as long as it meets or exceeds the DC or AC, however.

Exceptions and House Rules

While these are the general rules in D&D 5e, individual Dungeon Masters (DMs) are free to introduce “house rules.” Some DMs might choose to apply critical successes to all rolls, leading to more exciting and varied gameplay. This is part of Rule Zero, the principle that the DM has the ultimate authority on how the game is played.

Frequently Asked Questions (FAQs)

Here are some frequently asked questions that further clarify the rules surrounding a natural 20 in D&D:

1. Can you “take 20” in 5e?

Yes and no. The Dungeon Master’s Guide (DMG) on page 237 describes allowing players to take a 20 if the situation allows it. If you can attempt an ability check over and over and the only cost is time, the DM can decide to allow a player to take 20, essentially acting as if they rolled a 20 on the die.

2. What is a “Take 10” rule?

If a character is not in danger or under stress, they can opt to take 10. Instead of rolling, they use 10 as their roll value, add their modifiers, and use that total as the result of their ability check or skill check. This allows players to succeed on routine or normal tasks without relying on luck.

3. Does a natural 20 always mean you succeed?

No, not in every situation. It guarantees success only on attack rolls, resulting in a critical hit. On saving throws and ability checks, a natural 20 does not guarantee automatic success, but it is still an excellent roll.

4. What happens on a natural 1 on an attack roll?

A natural 1 on an attack roll means your attack automatically misses, no matter what your modifiers or the opponent’s AC are.

5. Can you roll a d100?

Yes, you can roll a d100. You would use two ten-sided dice (d10s). One would represent the tens digit and the other would represent the ones digit. For instance, 7 and 1 would equal 71. Rolling two zeros would equal 100.

6. What is the 5-foot rule?

The 5-foot rule refers to the fact that you can move 5 feet to avoid attacks of opportunity by using your full move speed during a turn to move those five feet.

7. What are Ability Scores in D&D?

Ability scores represent your character’s inherent capabilities. The main ones are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores range from 1 to 30, with the average human having a score around 10-11. Adventurers can usually have scores as high as 20.

8. Can you level past level 20?

No, level 20 is generally the max level in D&D 5e. However, there are ways to become more powerful even after level 20, such as through increasing ability scores (not past 20 without other features), feats, and magical items.

9. What is the 27-point rule?

The 27-point rule is a way to calculate ability scores at the beginning of a campaign, where you have 27 points to spend on your ability scores to customize your character.

10. Do you always roll a d20 to hit?

Yes, when attacking, you always roll a d20 and add your relevant modifier. If that result meets or exceeds the target’s Armor Class, the attack hits.

11. What is the maximum ability score a character can have?

The maximum ability score most characters can have without a special feature or item is 20, while some monsters and gods can have scores as high as 30.

12. What does “Rule Zero” mean?

Rule Zero, or GM Fiat, is the understanding that the DM has ultimate authority over the rules and can change or adjust them as needed to best serve the game.

13. Why do they call it a “natural 20?”

The term “natural” signifies that the 20 is the number actually showing on the die, before adding any modifiers. This is to distinguish it from a roll that results in 20 after adding a modifier.

14. What is the 65% rule?

The 65% rule is more of a guideline or theory to hit at least 65% of your attacks. If you can’t reach the 65% mark, you might be less effective, whereas going above 65% can make your character more effective than the game might assume.

15. How much XP is needed for level 10 to 11?

To go from level 10 to level 11, a character will usually need 10,000 XP. Each level requires more XP than the last, making it increasingly harder to level up at higher levels.

Conclusion

A natural 20 in D&D is more than just a high roll; it’s a moment of narrative power and potential. While it’s a guaranteed hit on an attack roll (usually a critical hit), it doesn’t grant automatic success on every roll. Understanding these nuances can lead to more informed decisions and memorable experiences around the table. Embrace the excitement of that clattering die, and may your rolls be ever in your favor.

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