What happens when a creature with Racial Hit Dice changes creature type?

The specific example I’m working with is a creature with RHD who takes the Human Heritage feat… and then advances by HD.

The creature retains all the traits of its previous type (so far so good), but what happens to its existing RHD? Do they change to the new type, or stay the same? The SRD says:

…but most templates that change Hit Dice change only the creature’s original HD and leave class Hit Dice unchanged.

However, this is in the context of whether class HD change when there is already an HD change happening, so I don’t know if it should generalize to "HD changing is the default".

If the creature then advances by gaining more HD, I assume that all the new HD would be of the new type, but I’m open to peoples’ opinions on this as well.

Bridging the two questions, there’s also an argument to be made that since Human Heritage is a 1st level only feat, all RHD are acquired after it is taken, and should thus be of the Humanoid type.

How to create dice rolls for multi-attacks in a custom tabletop RPG system

I’m working on a simple tabletop RPG based in a sci-fi universe. The rule set is very basic, since I’ll be playing with players with little experience and general tabletop know-how.

Most of it appears to be working fine, based on a test session. The only problem I’m having are attacks that hit multiple times.

Unlike most fantasy RPGs, you can wield weapons that fire e.g. 10 bullets in a single attack. For example, with an assault rifle, you can do a single shot, a short burst or hold down the trigger for fully automatic fire. Single shot is of course the most accurate, burst is less accurate and fully automatic is only accurate for the first few bullets.

I want to know how many bullets hit before calculating the damage. A normal attack roll is a normal 1d20 roll with modifiers against a DC (default 20), e.g. 1d20 + x has to be higher than 20. Afterwards, a damage dice is added for every bullet that hits, e.g. 1d6 for a single bullet, 2d6 for 2 hits, and so on. Characters can wear bullet proof vests that reduce the damage of every bullet, not for the full attack.

On one hand, I could add a "burst damage" and a "full auto damage" stat to the weapons, e.g. a weapon does 1d6 damage single shot, 2d6 burst or 5d6 full auto, but that makes full auto always the superior option, outside of the ammunition/reload mechanics.

I could roll every bullet separately, but that would result in a lot of rolls and/or calculations if I add modifiers to every roll. I thought about reversing it and making the DC DC - modifiers, and just rolling a d20 for every bullet, then counting all that are above the modified DC, but that also favors attacks with lots of bullets, unless I increase the DC for attacks with more bullets by some amount, though what should be the modifiers to achieve the expected result?

My current solution is to have players make a normal attack roll with the weapon specific maximum amount of bullets shot per attack type as negative modifier, and for every point above the DC, one bullet hits, up to the weapon specific number of bullets per attack type. For example, with a normal attack modifier of 10, a roll of 15 and a maximum of 3 bullets to hit with, the player could roll 2d6 for damage (15 (1d20 roll) + 10 (modifier) - 3 (max burst bullets) - 20 (DC) = 2 hits). This works, but it’s fairly clumsy and still favors full auto. I thought about increasing the DC of burst to 21 and full auto to 22, to reduce the effectiveness, but it still feels clumsy.

My intention is for single shot to be a safe and reliable choice, burst to be common and full auto to be high risk, high reward. How can I transform that into dice roll rules with a small amount of individual rolls?

Ideally:

  • With a high modifier (>15), full auto should have the highest expected damage per attack.
  • With a medium modifier (10-15), burst should have the highest expected damage per attack.
  • With a low modifier (<10), single shot should have the highest expected damage per attack.

Answers that use math to model the expected damage would be preferred. You can use 1d6 as damage per bullet, 3 bullets per burst and 6 bullets per full auto attack.

What is the ideal way of emulating a full dice set using a single d20?

Imagine you are trapped in a post-apocalyptic world and only have a single d20 at your disposal, nothing else whatsoever. What is the ideal way of emulating all other common dice types (d4, d6, d8, d10, d12, d%) using just this d20 and arbitrarily complicated math?

I realize there’s an easy way to make due with a single d6 (using the same d6 also for a coin-like mechanic), but I was wondering if this also works with a d20, and what the criteria are for this to work with a dN, if there is any research on the matter.

Let me preface this by defining a few pointers:

"ideal" = as few d20 rolls as possible.

"emulating" means mapping output from one or more d20 rolls to whichever die you want to emulate, while maintaining statistical accuracy – each possible output for the desired die must be equally likely.

"to map" a number X to an interval [1; B] means to apply an operation of the following form:

dB = X – B * int[(X – 1) / B]

where the int[] operation demands rounding down (truncation, since the argument will never be negative for the given problem).

Here’s what I have so far, in order of complexity:

Single roll X: d10 = [X] if [X <= 10], else: [X – 10]

Single roll X: d% is equivalent to d10.

Single roll X: d4 = X – 4 * int[(X – 1) / 4]

Two rolls X, Y: d8 = [X] if [X <= 8], or [X – 8] if [9 <= X <= 16]. Alternatively, for [X > 16], d8 = [Y] if [Y <= 8], or [Y – 8] if [9 <= Y <= 16]. Alternatively, if both [X > 16] and [Y > 16], d8 = [X – 16] if [X+Y] = even, else: [X – 12].

Three+ rolls X, Y, Z: d6 = X – 6 * int[(X – 1) / 6] if [X <= 18]. If not, check the same for Y. If not, check the same for Z. If {X, Y, Z} in {19, 20} (which has a 1/1000 chance of happening), map the combination to [1;6]. However, I don’t think it is possible to reliable get this mapping even when adding more and more dice rolls. Of course, it will get vastly unlikely rather quickly, but there does not seem to be a reliable way of using binary values to map to 6 reliably, seeing as it is a product of two primes. What is the lowest number of dice rolls required to achieve a 100% successful outcome, if it is possible at all?

The same issue applies to the d12, which can be constructed trivially from a d6 by rolling a d20 like a coin toss, then either using the initial d6 value or d6+6. This might not, however, be the ideal solution for this.

I would greatly appreciate any insight into the matter, as this has kept my mind busy for quite some time now. I’m pretty sure it cannot be reliably done for the d6 and d12, but I would appreciate any kind of closure or proof you peoples might be able to provide!

Are dice re-rolled together or sequentially for Chaos Bolt with Empowered Metamagic?

The Sorcerer’s Empowered Spell metamagic option reads

Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

While the spell Chaos Bolt reads:

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage… If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

If Sorcerer chooses to Empower Chaos Bolt and has a Charisma modifier of at least +2 do they need to re-roll all of the dice that they wish to re-roll at once or can they re-roll one d8 then, if it does not match, re-roll the other?

As an example:

The sorcerer casts Chaos Bolt and rolls a 7 and an 8. They use Empowered spell and re-roll the 7 getting a 3. Can the sorcerer re-roll the 8?

What Happens When You Have Multiple Unarmed Strike Dice?

So, while flipping through the PHB, I’ve noticed that multiple abilities can give you a buff on your unarmed strike, such as a monk’s Martial Arts ability or the Tavern Brawler feat or an Aarakockra’s claws. say if I were to make a monk with the Way of the Drunken Warrior archetype and give him the Tavern Brawler feat, does the d4 for unarmed strike from the feat be rendered useless?

How to handle your dice if they roll with a bias

I have purchased several sets of dice from different online retailers. I did some salt-float tests on them recently and I’m concerned a good amount of my d20s are favoring a specific corner (all 3 like the 6/9 intersection for some reason).

I’m in a friendly campaign where we’re not taking ourselves too seriously so "weighted dice" aren’t necessarily a problem (especially with such low-rolling dice), but I still want to level the playing field of my dice.

I’m thinking of using a high-walled rolling tray and some textured padding, like a towel, so the bouncing from the walls and the friction from the towel would prevent the dice from "snapping" into desired positions.

Would you say that’s a good way to deal with them? What would you do, besides getting rid of them?

ANYDICE – Help with a dice pool showing success against a range of target numbers

I’m having a hard time coding an anydice script to show what I want.

Let me contextualize the mechanic I’m trying to simulate:

You roll a POOL of d10 against a TARGET number. If at least one die from the POOL is equal to or higher than the TARGET, the roll is a success. The count of such dice is the degree of success, but that isn’t my focus at the moment.

I’d like to have a graph for the chances of success of various POOLs of different sizes up to 10 (1d10, 2d10, 3d10…10d10) against different TARGETs from 2 to 10 (2, 3, 4… 10).

The caveat is: I’d like the graph to be layed out in such a way that:

  • the x axis represents the TARGETs;
  • the y axis represents the chances of at least 1 success;
  • each line represents a POOL,

so I can see the chances that each POOL has to succeed against a whole range of TARGETs.

Can any anydice wizard help me with this, please?

How can I add a seperate damage dice to my hombrew magic item so that it rolls two separate dice on beyond’s new dice roller?

Got curious for when my paladin reaches lvl 11/2 warlock and gets a permanent 1d8 divine smite all the time. My main weapon is magical gifted by my patron so im looking to see if it’s possible to add the extra dice as a feature so it’s properly displayed and usable in dnd beyonds dice roller feature. I can’t figure out the right combo in the magic item creation page.

How does the optional Healing Surge rule interact with other uses of hit dice?

There is an optional rule in the DMG (p. 266-267) for Healing Surges:

As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

A character who uses a healing surge can’t do so again until he or she finishes a short or long rest.

Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die).

The rules for a Short Rest (PHB p. 186) state:

A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level.

This leads me to two questions about how these things interact:

1) If a character has spent Hit Dice on a Healing Surge, can he or she still spend additional Hit Dice at the end of a Short Rest? (I think yes.)

2) What is the order of things happening “at the end of a short rest” — does the character regain level/4 HD first, and then might re-expend those immediately, or does he expend as many as he or she wants and has left first, and then regains level/4?