## How should I calculate ability scores for a Triton bard?

I don’t know if I did this the right way, but basically, I rolled a die 6 different times to get 6 different scores, and I’m trying to decide on which score should go to which ability. I got some fairly good numbers- 12, 13, 14, 19, 5, and 20.

My character is a Triton bard with a Folk Hero background. From my understanding, Charisma, Strength, and Dexterity are buffed by +1 for Tritons.

I know that it would be a good idea for the 19 or 20 to be the Charisma score and the 5 to be the Strength score, but how should everything else be placed?

## Calculate probability in graphical model

I have the following graphical model, in which I wish to compute $$p(Intelligence = 1|Letter = 1, SAT = 1)$$

I tried using Bayes, and also just without Bayes as $$p(D,I,G,L,S)=p(D)p(I)p(G|D,I)p(S|I)p(L|G)$$ but im stuck, here, when I for example trie to calculate $$p(G|D,I)$$.

## How do I calculate my probability of success in Vampire the Masquerade?

How can I calculate my chance of success given my ability + skill vs a difficulty? How is this complicated when the difficulty is rolled as well?

## How do you calculate your character’s proficiency bonus? [duplicate]

How do you calculate your character’s proficiency bonus in D&D 5e?

## I have no Idea how to calculate the faces for my programily generated mesh

So I am making a programily generating cave program and I have all the vertices but I have no idea how to solve for the faces of my mesh. My code:

``using System.Collections; using System.Collections.Generic; using UnityEngine;  public class MapGen : MonoBehaviour {     Mesh mesh;      int[] triangles;      public int xSize = 20;     public int zSize = 20;     public int ySize = 20;     [Range(0f, 4.5f)]     public float SurfaceLevel = 3.5f;     Vector3[] interest;     Vector3 old = new Vector3(0, 0, 0);     public bool ShowAlg = false;     [Header("Slows down the scene veiw dramaticly when in play mode!")]     public bool ShowVert = true;      // Start is called before the first frame update     void Start()     {         mesh = new Mesh();         GetComponent<MeshFilter>().mesh = mesh;          CreateShape();         SolveFaces();         UpdateMesh();     }     void CreateShape()     {         interest = new Vector3[(xSize + 1) * (zSize + 1) * (ySize + 1)];          float seed = Random.Range(0.2f, 0.5f);         Debug.Log(seed);          for (int x = 0; x <= ySize; x++)         {             for (int i = 0, y = 0; y <= zSize; y++)             {                 for (int z = 0; z <= xSize; z++)                 {                     float ypn = (Mathf.PerlinNoise(x * seed, z * seed) * 2f);                     float xpn = (Mathf.PerlinNoise(y * seed, z * seed) * 2f);                     float zpn = (Mathf.PerlinNoise(x * seed, y * seed) * 2f);                      if (ypn + xpn + zpn >= SurfaceLevel)                     {                         interest[i] = new Vector3(x, y, z);                     }                      i++;                 }             }         }     }      void SolveFaces()     {         triangles = new int[xSize * ySize * zSize * 9];      }     void UpdateMesh()     {         mesh.Clear();          mesh.vertices = interest;         mesh.triangles = triangles;           mesh.RecalculateNormals();         MeshCollider meshc = gameObject.AddComponent(typeof(MeshCollider)) as MeshCollider;         meshc.sharedMesh = mesh;      }     private void OnDrawGizmos()     {         if (interest == null)             return;         for (int i = 0; i < interest.Length; i++)         {             if (ShowVert == true)             {                 Gizmos.color = new Color (0.286f, 0.486f, 0.812f);                 Gizmos.DrawSphere(interest[i], 0.2f);             }             if(ShowAlg == true)             {                 Gizmos.color = Color.green;                 Gizmos.DrawLine(old, interest[i]);                 old = interest[i];               }         }     } } ``

This script is placed on a empty Game Object with a Mesh Filter, Renderer, and a collider. Note they do nothing without the faces. I have set it up so the face array goes on the `triangles` variable and missing part of the script should go in the `SolveFaces()` function. Thanks in advance.

## How to Calculate the percentage of total arrests for 2015 in Arizona, and name the calculated field ‘2015_pct_of_total’? Thanks!

How to Calculate the percentage of total arrests for 2015 in Arizona, and name the calculated field ‘2015_pct_of_total’? Thanks]1

## Help with an Anydice formula to calculate hit percentage in Dungeons and Dragons

I’m trying to create what I think is a simple formula in Anydice and struggling to figure it out.

I roll a 20 sided dice, add a number x, and want to know the odds that the number will be greater or equal to a number between 5 and 25. For those who play D&D, basically:

If a fighter has a +8 to hit, what is the percentage chance that he’ll hit AC 5-25?

I think this is it, but he never fully shows the entire formula, and when I copy it into anydice, it keeps returning an error: https://anydice.com/articles/dnd4-attacks/

## How do you calculate an average damage when damage is conditional on circumstances?

I’m trying to compare two rogue builds to each other. The first rogue is easy. It’s a wood elf with a long bow in a wilderness campaign, doing 1d8+mod damage and always being hidden with SA damage. Fine. My second rogue however is a dungeoneering halfling who might use a rapier, or might use a short sword and a dagger in the off hand.

What I’m trying to figure out is how to calculate the average damage with five different possible scenarios in mind. Each scenario might be used depending on the circumstances: who’s in the room, what obstacles are there, etc.

1. Shortsword(d6+3) + cunning action + SA(d6) (advantage) = (9)
2. Shortsword(d6+3) + dagger(d4) + SA(d6) (no advantage) = (7.5)
3. Rapier(d8+3) + cunning action + SA(d6) (advantage) = (9.9)
4. Shortsword(d6+3) + dagger(d4) (no SA available) = (5.4)
5. Shortsword(d6+3) + dagger(d4) + SA(d6) (advantage) = (11.25)

How do I figure out the odds of each of those 5 scenarios – just do average damage compiled then divided by 5? And how do I get a final reasonable number?

So does this become `(9 + 7.5 + 9.9 + 5.4 + 11.25)/5 = 8.61` at level 1?

## How to calculate the damage taken when using Shield Block?

How do you calculate the damage a PC takes when using shield block? The Shield Block feat allows you to reduce the damage from an incoming attack when you have your shield raised. The feat says (CRB, pg.266):

… Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage

Our table recently realized we had been running with two different interpretations of the emphasized text.

To illustrate, suppose 11 damage are being dealt to a character with a buckler raised (hardness of 3). The 11 damage are reduced by the shield’s hardness, resulting in 8 damage remaining.

One interpretation at our table is that the PC and the shield each take 8 damage. This seems like a straightforward reading of the feat, but resulted in a counter-intuitive outcome: significantly more damage is done when you use shield block than if you don’t.

The other is that the PC and shield split the 8 damage, with each taking 4. The consensus here is that damage dealt is a resource of some kind – there is only 8 damage to be applied, no matter how it is allocated.

## Is it possible to calculate the longest increasing subsequence of an unsorted list

The problem goes like this:

Instance: List with indices and values

Question: Is it possible to calculate the LIS by always taking the next element from the left (without sorting the indices of the instance)?

Example:

Index array:…………1 2 3 4 5 6

Indices instance:….1 3 5 2 4 6

Values instance:…..2 4 6 1 3 5

The longest increasing subsequences would now be:

245 246 235 236

145 146 135 136