How many Hit Dice of undead does an acquired scroll of Animate Dead raise?

Animate dead is one of the few spells which has a variable cost to its casting, as it’s based entirely on the amount of HD you are going to raise with the casting, which is partly dependent on the CL.

When you scribe a scroll, all its costs are paid up front, both for the scribing and if there are expensive material components.

So a cleric/wizard base animate dead scroll costs 375 plus x25.

How would one who finds or buys such a scroll determine how many HD it’s able to produce? If one was to create it themselves at the lowest cost (400), does the scroll restrict the amount of undead HD it can raise?

is possible someone break the algorythm of my dice game with hashes

I just want to know how much secure are these games. I coded my own game and now want to know how much secure is.

If for example the hash is visible(before you bet) would be possible decipher this hash trying to break the algorythm and then guess the number in the roll just with this hash? And what i need to learn to know more about this.

For example i will provide some examples of the hashes.

1.c910a1337bc486f621fc1b1d8bf72ebf99fba1eb20bbc3834151649f5fd59e40 2.bf09437579722a8378e51b06afef30b5af337ec3472ac6aa6d34e6a1bbb0cf09 3.6a3df2709858f3313c6651133fbb9c177b27aa2d5a6736e01f692e45fb44c948 4.7b2963c6d959f81dad5388389e43e047e336092c005b57a5bc684d0cc7cb19de 

could someone just with the hashes get the algorythm? and how we can protect of this. how much time would take me to get the algorytm.

Some idea if would be possible to get the algorythm to guess the number?

D&D 5e Proficiency Dice applied to character’s Spell Save DC

Previously, I’ve allowed my players to use proficiency dice (DMG pg 263). When I was asked how they should calculate their spell save DCs with the proficiency dice, I had them just use half the maximum of the die (which would be the same as the static proficiency bonus).

Since then, one of my players asked if they could roll their proficiency die each time when their spell save DC would be rolled against. I saw no reason to restrict them against it, more so that they were playing a Wild Magic Sorcerer.

Is there anything in RAW for how to use proficiency dice for a player’s spell save DC? Asking as this is specifically an option presented in official material (DMG pg 263).

Any Dice Help – Reroll 1’s in dice pools

I have made some progress in Anydice showing the probability for dice resolution system in the RPG system I’ve been working on. Here is the link to what I have so far. I need particular help on when a roll gets a 2 or 3 that that die can be rerolled once. I am interested to see how this alters the probability of success.

Splitting Dice Pool between actions with and without dice roll

I’m a little bit confused with the rules of splitting the dice pool in situations where you want to use multiple actions and one of the actions does not require to roll dice.

Let’s say that I’m a Ravnos and I want to use Ignis Fatuus to create an illusion AND make an attack with a sword at the same turn. The first action doesn’t require a dice roll; just the spent of 1 point of Willpower. The second action requires a dice roll. But what would happen? Could I just assign 1 dice to “use” my Discipline (which I will not roll dices but use Willpower instead) and then use the rest of my pool to attack?

Just for reference, I’m playing Vampire: Dark Ages

How can I model the probabilities for highest and lowest of opposing dice pools?

This is a variation of a dice mechanic I’m working on.

You create a d6 pool of Edge dice and Snag dice and roll all of them.

Compare the highest Edge die and the highest Snag die.

If the Edge die is higher, that’s your result.

If the Snag die is higher, the result is the lowest die rolled (among all of them).

If they’re tied, cancel them and compare the second highest.

If all of them are tied, keep the lowest die rolled anyways.

Example 01: I roll 3 Edge dice {3, 5, 6} and 2 Snag dice {4, 5}. Result: 6

Example 02: I roll 2 Edge dice {2,5} and 4 Snag dice {3, 3, 4, 6}. Result: 2

Example 03: I roll 1 Edge die {3} and 1 Snag die {5}. Result: 3

Would you guys help me model it on AnyDice?

Probability of sum of 2 random dice out of a 3d6 pool

With AnyDice it’s pretty easy to calculate probalities for highest and lowest 2 of a 3d6 pool, namely with:

output [highest 2 of 3d6] output [lowest 2 of 3d6] 

However, this has a bias towards the highest and lowest thrown dice. What I want to calculate is the possible results, without bias. Reasoning behind this is that I want my players to control the outcome. It’s not necessarily that the highest or lowest outcome are worse or better, it’s simply that I want to offer them a decision. They choose two of the dice, add them together and there is a result. I want to give the luck d20 roll with result such as an encounter more meaning and mental impact (“why did you pick those dice!”).

I had hoped AnyDice to have a random function, something like [random 2 of 3d6] but that doesn’t exist. My hypothesis was that I could simply add the percentages of [highest 2 of 3d6] and [lowest 2 of 3d6] and divide that number by 2 (since I’m adding two probability calculations with a total of 100%).

But somehow this doesn’t feel right. It doesn’t include the possibility of a player picking the highest and the lowest number instead of the two highest or lowest.

I’ve been doing some tutorials in AnyDice and I reckon this definitely CAN be done with a function where the following would happen:

Roll 3d6. Then also roll a d3 twice (not 2d3 as it would add up). If the d3 rolls are equal, reroll one until you get two unique d3 rolls. Then use the unique d3 rolls and take those dice from the 3d6 pool. Add those dice together, show results. 

An approach of this chance could be that I take simply the average of a single die in the 3d6 pool and then multiply by 2, theoretically approaching all the possible results. This is incorrect as well as it includes all three dice and thus the average can go higher than the max of 2d6.

Perhaps I’m overthinking this calculation by using AnyDice. As the the dice order isn’t relevant at all, I simply need to know all possible dice combinations a 3d6 pool can have. Not the sum, but the combinations. This is super simple, because every dice has 6 sides. So 3d6 has 6 * 6 * 6 = 216 total combinations, this includes repetition as I am interested in the probability of each throw. However, I again don’t need all three dice. Only 2, which for the sake of calculation can be presumed to be picked randomly.

Another option I can think of in AnyDice is:

Roll 3d6 and 1d3. Remove from 3d6 sequence the number in position 1d3. Add the remaining sequence's result and output probabilities. 

Okay, long wall of text, but I am just not familiar enough with AnyDice to figure this out. Any help is greatly appreciated.

How can I model the probabilities for this mechanic involving cancelling out dice pools in AnyDice?

So I’m struggling with the probabilities for a dice mechanic.

You create a d6 pool of Edge dice and Snag dice and roll all of them.

Each Snag die cancels an Edge die of a lower value.

After cancelling out, you pick the single highest Edge die left.

If no Edge dice are left, you pick the single lowest Snag die.

If there’s no die left, consider the result a 1.

Example 01: I roll 3 Edge dice {3, 5, 5} and 2 Snag dice {5, 6}. Result: 5

Example 02: I roll 2 Edge dice {3,4} and 4 Snag dice {2, 3, 5, 5}. Result: 2

Example 03: I roll 1 Edge die {3} and 1 Snag die {5}. Result: 1

Would you guys help me model it on AnyDice?