/
0entries
Sorted A-ZMechanics
Round Down
Default rounding rule: round fractions down unless the specific rule says round up.
Unless a rule says otherwise, fractions are rounded down when computing game values.
Standard cases:
- Hit point thresholds for Bloodied (half HP, round down) and various features that trigger at "half" something
- Half cover, three-quarters cover computed bonuses on saves
- Half damage on a successful save for spells like fireball — a roll of 23 damage becomes 11 on a save, not 12
- Resistance (half damage rounded down) — 7 damage with resistance becomes 3
- Vulnerability (double damage) — no rounding needed; multiply first, round only if a subsequent halving applies
- Ability score modifiers — these are computed as
(score − 10) / 2, round down, which is why a score of 13 yields a +1 modifier, not +1.5 - Spell slot recovery, hit dice spent, healing surges — round down on fractions
Exceptions where rules round up:
- A handful of features explicitly say "round up" (some optional rules, certain class features in expanded books)
- Proficiency Bonus is whole-number by character level; no rounding needed
- XP thresholds for advancement are whole numbers in the published tables
Why round down is the default: It is the simplest and most predictable rule. When in doubt, round down; if you remember an exception, it will say so on the page.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.