Hi everyone, this is a step-by-step guide to the difference between attack and damage rolls and the various mods you add to them. It is an easily confused topic, and the main reason we insist on macros is because it can get really complicated to do in one's head. I encourage everyone to read through this and then check over their macros to make sure they got everything right. An attack roll determines whether or not you hit. It is almost always a d20 roll, with several modifiers added. The mods you add to attack roll are The appropriate ability modifier (If the attack is intelligence vs will, you add your intelligence mod. For most weapon ranged attacks and for light blades (powers, not basic attacks) you use Dex mod, and for most melee/heavy weapon attacks (and all melee basics), you use strength mod) Your half-level ( always round down when dividing!) If you are level 2 or 3, you get an extra +1, level 4 or 5, +2 to attack roll Your weapon proficiency bonus (if applicable). You can find the prof bonus for your weapon in its compendium entry. Most are +2 although some common weapons are +3. You can use a weapon you do not have proficiency with, but you don't get this bonus which means your chance to hit is a LOT lower. Implement users , sorry, but your proficiency doesn't automatically give you a bonus to hit. If you are not proficient with an implement, however, you can't use it at all, even with a penalty. Your bonus from your expertise feat . Everyone in this game should have an appropriate expertise feat for one type of weapon/implement they use (all such feats are listed here ). At levels 1-10, this bonus is an additional +1. Any enhancement bonus you have from a magic weapon. For instance, if you have a +1 greatsword, you will add an additional +1. (Not always applicable) Class bonuses : some classes give you bonuses to attack rolls for using certain weapons, e.g. Rogues and daggers. Not many classes do this, but you should double check your class entry on compendium and include this bonus if it does. (side note: the attack must have the weapon keyword in the description in order to benefit from the proficiency, expertise, and enhancement bonuses. Likewise for expertise and enhancement bonuses for implement users and the implement keyword). Example time! Say you are lvl 2 (half level of 1), have a strength of 18 (mod of +4), have proficiency with a longsword (+3), have a heavy sword expertise feat (+1), and have a +2 magic longsword, you would roll a [[1d20+4+1+3+1+2]] = [[1d20+11]] Note that roll20 will accept either of these notations, so if it makes it easier for you to separate all of your bonuses out so you can adjust them easily, you can, and it will add them up for you. On the other hand, if you feel that is unwieldy, you could condense it. Your choice, just double check your math regardless. A damage roll determines how much damage you do if you hit. Usually a damage roll for most attacks will be a die roll + a modifier. For instance "Hit: 1d6+Int mod" or "[W] + Strength modifier damage." Here's what those damage rolls will include: Wherever it says [W], it is referring to the die type of the weapon you are using. For instance, a longsword has a 1d8 damage die, a falchion has 2d4, and a longbow has 1d10 (again, you can find these on the weapons table linked above). If a power's hit damage is listed only as [W] damage, then you do NOT add the modifier (as in Ranger's Twin Strike ); however, Basic melee/ranged attacks do add the appropriate modifier to the damage roll (+Str for melee, +Dex for ranged). You DO add a magic weapon/implement's enhancement bonus to the damage roll (if the attack has the weapon/implement keyword). You also add any feat bonuses or item bonuses to damage you may have. You do NOT include proficiency or expertise bonuses in the damage roll (those are bonuses to the attack roll), unless the expertise feat explicitly states that it also comes with a conditional damage bonus (see Bow Expertise ). You do NOT add your half level. So with the example above (lvl 2 with a +4 strength mod) you would only include the +4 to the damage roll. Let's say the character above hit with a basic longsword attack. He/she would include The weapon die (in this case 1d8 for a longsword) The strength mod of +4 (because melee weapons use Str, unless one of your powers says otherwise) The enhancement bonus of the magic weapon (+2 in this case) The end result would be a roll that is [[1d8+4+2]], or [[1d8+6]]. Questions are welcome as always.