AIM D&D REFERENCE
This is a simple reference for playing D&D in AIM Chat. Feel free to print as needed.

Note: This syntax also works on AOL chat, but AOL members can also simply go to keyword: dice and roll there for it to appear in their AOL chat window.

Saving Throw Syntax Modifiers
Fortitude Check or Save //roll-dice1-sides20 1d20 + base save bonus + Constitution modifier

Ex: 2 (Base Fortitude Save for Lvl 1 Cleric) + 1 (Con modifier) = 3. Add three to your roll and announce it to the rest of the chat.
Reflex Check or Save //roll-dice1-sides20 1d20 + base save bonus + Dexterity modifier
Will Check or Save //roll-dice1-sides20 1d20 + base save bonus + Wisdom modifier


To roll a DC <#> <Skillname> Check, check your character sheet. There ought to be an ability name next to the skill name on your long list of skills, such as Charisma for the Diplomacy skill, or Intelligence for the Spellcraft skill. Now, roll 1d20 and add the modifier for the ability mentioned. You need to beat the "DC <#>" in order to be successful. For example:

DC 15 Heal Check:
       //roll-dice1-sides20
       Add Wis modifier.
       If it meets or beats 15, your attempt to use your Heal skill was succesful.



Combat Action Syntax Modifiers
Initiative //roll-dice1-sides20 1d20 + Dexterity modifier
Melee Attack Roll //roll-dice1-sides20 1d20 + base attack bonus + Strength modifier + size modifier
Ranged Attack Roll //roll-dice1-sides20 1d20 + base attack bonus + Dexterity modifier + size modifier + range penalty
Damage

//roll-dice1-sides4
//roll-dice1-sides6
//roll-dice1-sides10

See Equipment chapter in the D&D Player's Handbook for which dice to roll for damage for your specific weapon.



Definitions:
Ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma are your abilities.
Modifier: This is the bonus you get in a specific ability, according to Table 1-1 of the D&D Official Player's Handbook v3.5.
Skill: You have a variety of skills that ought to be listed on the right side of the first page of your Character Record Sheet. These include Appraise, Balance, Disguise, and Jump, amongst many others.
Class Skill: These are the skills which your class excels in. When assigning skill points after gaining a new level, you can assign up to a total of your level +3 skill points to any of these skills. A listing of you class skills can be found on the pages referring to your class in the Player's Handbook.
Cross-Class Skill: This encompasses all skills that are not class skills. When assigning skill points after gaining a new level, each skill point only counts for half of a point in a cross-class skill. The maximum total you may assign to any of these skills is also only your level +1.

 

 

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