Victoriana (Heresy) dice in Anydice?

I’m looking for help with calculating the dice probabilities for the Heresy dice system, as featured in the Victoriana (3rd ed, in case it matters) RPG.

It’s a d6 dice pool system. You roll attribute+skill d6s. Each 1 or 6 is a success, and for each 6 you roll, you roll an additional die. Lather, rinse, repeat.

More-difficult tasks mean adding more dice into the mix, which the game calls “black dice”. Each black die subtracts a success if it rolls a 1 or 6. Black dice do not roll extra dice on a 6.

So, the black die are easy. That part is just

- [count {1,6} in Bd6] 

Where B is the variable I’ve stuffed the number of black dice into.

It seems to me that the overall logic (algorithm/pseudocode) should be something like:

Input N skill + B black initiate empty variable S loop: roll N skill dice {      for each die          1: increase S by 1          6: increase S by 1, increase N by 1  } loop: roll B black dice {      for each die          1,6: decrease S by 1 } 

But I’m failing to translate that into Anydice syntax. Repeatedly, in many different ways. Any help?

Can a player use Fortune to reduce a dice roll in The Expanse RPG?

In The Expanse RPG a player can spend Fortune Points (FP) to improve a test by changing a dice value equal to the number of FP spent.

Can a player also use this mechanic to decrease a rolled value?

For example, when the player has a target number of 10 and rolls 2, 5, 6 (not considering Ability points), can she spend 2 FPs to change the 5 to 2, thus gaining stunt points (SP) while still succeeding the test?

I’m a bit worried that players could (ab)use this rule too much to achieve stunts with a low FP cost, which could also give “free” FPs by using Addrenaline Rush.

Mechanical Implications Of Long Rest Restoring All Hit Dice

Is there any mechanical implications, short of the fact players can heal more on a short rest, to allowing them to restore all their hit dice per long rest?

We recently lost our Cleric so I instituted the Healing Surge to allow them to spend Hit Dice as an Action in combat to heal themselves. It’s used more frequently than they rested prior but they struggle a bit since they only regain so much at a Long Rest. (Currently Level 6).

Do Guidance and Bardic Inspiration bonus dice stack?

The feature/cantrip descriptions says nothing about their dice can not stack:

Bardic Inspiration

… use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.


You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.

That feels wrong to me, since a pair of 1-level characters can have ridiculously high (up to +10, +6 average) bonus to an ability check.

To my knowledge, bonuses in D&D 5e (advantage, proficiency bonus, etc.) do not stack, hence the question. Can a player use both Bardic Inspiration die AND d4 from Guidance for the same check?

I’ve found a related question, but it is about 3.5e.

Using AnyDice to determine the odds of getting a specific number sequence on multiple dice

After a few hours trying to design the proper code in AnyDice, I had to admit I didn’t find a proper way to reach my goal, so I’m wondering if someone could give me a helping hand.

Here is the problem :

  • I’m looking for odds of successfully rolling a specific combination with a multiple dice roll; for instance, the exact combination [1,2,5] with 3d6, or [4,3,3] with 3d6, or [1,2,2,6] with 4d6, etc. (The latter examples emphasize the fact that the same number could be present a variable number of times, as a double, triple, etc. — increased complexity.)
  • I can easily isolate the odds for some “classic” combinations (like doubles with 2d6, triples with 3d6, etc.) but what I’m searching for is a generic formula for any combination of n numbers for nd6 (or other number of faces).

Does anyone know how to code this? I’m guessing that AnyDice can do this, but I don’t know how to tell it to. I would be grateful if someone could at least point me in the right direction!

Is DM allowed to fudge dice in Adventurer League play?

You’re Empowered. Make decisions about how the group interacts with the adventure; adjusting or improvising is encouraged, so long as you maintain the adventure’s spirit. This doesn’t allow you to implement house rules or change those of the D&D Adventurers League, however; they should be consistent in this regard. AL DMG, pg. 5

Does this mean the DM may fudge a success/fail ability check/attack roll/saving throw?

Usually I’d say yes, but then if a PC is failing his death saves three times, and the DM say that he counts that as save/neutral, I feel a little bit uncomfortable.

Is the Saltwater Float represented in this question a good way to test for loaded dice?

Recently a question has popped up in the comments of another question I’ve recently answered where a player has happened to roll three 18s and other high stats at a table with his dice, which could lead me to believe that he may be playing with a set of loaded or imbalanced dice.

Is the method presented in the youtube video How to check the balance of your d20 an accurate representation of a die’s weighting and balance and could it be used to properly and reliably test whether dice are loaded?

The video provides the following instructions for testing whether or not a die is balanced or not:

1/4 cup of hot tap water (our water is a little hard)
6 tablespoons of Epsom salt

  1. Put the water in a small jam jar.
  2. Dump 2 tablespoons of Epsom salt into the water; put the lid on it and shake it till it dissolves.
  3. Dump 2 more tablespoons of Epsom salt into the water; put the lid on it and shake it till it dissolves.
  4. Add the last 2 tablespoons of Epsom salt; microwave the water on high for 30 seconds.
  5. Put the lid on it and shake it till it dissolves (use a dish towel to hold this, it is hot at this point).
  6. Once dissolved, set the closed container in a cold water bath until it cools back down to a little cooler than the room temperature.

Do characters know they did a poor job if the result of a dice roll isn’t automatically obvious?

During a discussion I had with @jgn based on the question discussing rolling twice on an investigation check, I realized we were operating with entirely different ideas of how dice rolls actually function inside of the narrative of the game.

For example:

A fighter searches a room he’s never been in before. If he rolls a 15, he’ll find the hidden switch that opens the secret laboratory of the mad doctor Fred. He rolls and its a 3, he does not find the secret switch.

My point of view is that the fighter did his best to find something special about the room, didn’t find anything, and has no reason to roll again, and he’d get a new try, or find it automatically, if somebody later informed him about the hidden switch in the room.

@jgn’s point of view is that the fighter is aware of the fact that he did a poor job searching the room and can keep trying until he is confident that he did a good job. In essence, the fighter “knows” the dice roll and will stop trying when he rolls high enough.

To me, the later approach seems like it’d be better served with a taking 10 (passive) Investigation check and refluffing “oh I rolled a 1, I did a poor job searching, I’ll roll again!” is essentially fishing for advantage based on meta game information.

In earlier editions, “try until you are 100% certain you gave it your best” was done with taking 20, but that no longer exists in 5e.

So which, exactly, is the official D&D 5e stance?

Do characters know they did a poor job because of low dice rolls if a failed roll gives them no new information?