I use a milestone progression so relative PC power levels are equal and differentiate by giving out inspiration to for good RP, creative problem solving, and heroic actions.
Is it balanced to allow PC’s to bank their earned inspiration dice to purchase upgrades to their characters for "X" number of Inspiration Dice? I’m thinking a skill/tool proficiency, feat, spell slot, etc..?
Has anyone heard of, or thought out, or even used D&D 5e inspiration dice as currency for PCs to improve their characters? I allow PCs to accumulate them, so it occurred to me, "why not let them buy a skill, feat, spell slot, etc… for ‘x’ number of I-Dice? Thoughts? Possible costs in I-Dice for each?"
I’d like to run a game of Roll for Shoes, but I’m not sure how many dice I roll when the characters face various challenges.
I’m under the impression that it’s supposed to be the same number of dice the character uses, but that seems to make impossible tasks far too easy to perform.
Is there a general rule saying how many dice the GM rolls against a character’s attempt at a given task? Should the GM’s dice equal the character’s dice, or should the GM’s dice vary depending on the task’s difficulty?
My game uses 5th edition rules with a house rule where 1s subtract successes and 10s count as two successes. 2s through 5s count as no successes and 6s through 9s count as single successes as normal.
I’d like to compare the specific probability ranges to V5’s normal rules. What function can I use to do so over AnyDice?
In the module The Forge of Fury (tiny spoiler) there is a Duergar Spy creature. Its statblock is on p. 234 of Tales from the Yawning Portal.
I am interested in the way two of its features interact with each other, Enlarge and Sneak Attack. If the Spy qualifies for a Sneak Attack while Enlarged, are the damage dice added from the sneak attack doubled?
The duergar spy’s Enlarge action says:
For 1 minute, the spy magically increases in size […] While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks, and makes Strength checks and saving throws with advantage.
Its Sneak Attack trait says:
Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.
The spy has a Shortsword attack. A Shortsword is normally a finesse weapon, meaning one can use either Str or Dex for to hit and damage. The stat block suggests the Spy uses Dex, but explicitly applies Enlarge to it (the spy has a Str mod of +0 and a Dex mod of +3).
Shortsword. Melee Weapon Attack: +5 to hit. Hit: 6 (1d6+3) piercing damage, or 10 (2d6+3) while enlarged.
There is an amazing dice program on Kickstarter. DND Dice sets based on ancient Greek mythology. It’s made of metal with a great hand feeling. There are several series and you can check them by searching InfiniDice on Kickstarter.
I just read the mechanics for dice rolling in Vampire: the Masquerade 5th edition and something is bothering me. It seems to me that the larger your dicepool is, the more likely it is to get a messy critical.
Just in case somebody wants to answer without knowing the rules, here is a very brief rundown:
A character rolls a number of d10s called a dicepool. For the vast majority of rolls, at least one of those dice would be a hunger die. Let’s just assume it’s a single one for simplicity. If at least two dice come up as 10s, that’s considered a critical. If at least one of those 10s is on a hunger die, then it’s a messy critical where the character succeeds spectacularly but in the most direct and brutal way possible. Picking a lock with a messy critical can lead to the character ripping the door off the hinges – grants passage but it’s not subtle.
These are the relevant rules here. It seems to me that the larger the dicepool is, the more of a chance for a messy critical. My intuition is the following:
- with a dicepool of 3, if the hunger die comes up at 10, then you have 2 chances to roll a 10 on the other dice.
- with a dicepool of 7, if the hunger die comes up at 10, then you have 6 chances to roll a 10 on the other dice.
Is my intuition here correct? Is a master at picking locks would be more likely to let the Beast do his job than somebody who’s just average at locks? I am not sure how to properly calculate the odds of messy criticals.
Due to lack of a better term, I am looking for examples of games with dice pools that function like the one from 5th edition d&d beta instead of ones like The One Ring, Genesys, Star Wars, Legend of the Five Rings, and so on.
To illustrate what the difference between the above examples and what I am seeking:
The above games have attributes which give you a number of dice in which to use for given tasks
Compared to the 5th beta
where you had one dice pool that refreshed each round, and you could extract dice for an attack roll, better damage, or to increase your AC.
Since I never got to play the 5th beta, I could be misremembering details, but I should have the gist of it correct.
I’ve been watching one of our players repeatedly cast toll the dead (Xanathar’s Guide to Everything, p. 169), across seven sessions, and a dozen different combat encounters, and the DM has never once allowed her to do any damage with the cantrip. She has a spell save DC of 16, yet our DM always “mysteriously” rolls the saving throw.
Obviously, “just quit the game”, “that group is not for you”, are the answers most folks will immediately suggest, but I’m not the one playing a warlock and I feel like telling her to quit would be awfully rude of me. She’s a really quiet and shy person, and I can’t help feeling like someone needs to stand up and defend her. Last session she looked like she was on the verge of tears.
Anyone have a creative method of calling your DM out for being a dice cheat in front of the entire group? I’m really disgusted by his behavior and I’m guessing that statistically speaking the permutation is so large by this point that his monsters have won the powerball ten times over.
In the immunity rules, we read:
Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as Grapple and Shove).
My interpretation of this rule is that the normal doubling of damage does not occur, but any other listed affects of a critical success do occur. I believe this is the accepted interpretation of the rule, as well.
Now, about the spell Hydraulic Push. This spell reads a bit unusual, because it normally does 3d6 damage (and 5 feet of knockback), but has a listed critical effect that instead does 6d6 damage (and 10 feet of knockback). This is notably different from the standard/basic critical effect of rolling normal damage and then doubling it.
When Hydraulic Push crits against a crit-immune creature, how much damage does it do? And more generally, are extra damage dice listed under a critical effect applied to crit-immune targets?