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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.