The Wand of Fireballs (as well as several other magic items that have charges1) has a chance of the item being lost forever when the last charge is expended:
If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
I am looking for ways to influence this roll to lower (or remove completely) the chance that the wand will be destroyed. Unfortunately, so far I have been unsuccessful (barring the usual “Wish can do anything”).
Things like Inspiration, the Divination Wizard’s Portent and the Lucky feat all specificy which rolls they apply to so can’t help with this particular d20 roll.
Are there any class features/abilities/spells/anything at all that are able to influence this d20 roll to avoid the destruction of the wand of fireballs?
Any official source will do, including UA as well.
1. Asking specifically for the wand of fireballs to avoid possible magic items that work differently, making this too broad
Just two days ago (Jun 18, 2019), I was prompted to allow a routine Ubuntu update. After update finished and reboot, I’m no longer able to boot into Ubuntu. Specifically, I was taken to the Grub screen, select ‘ubuntu’, then face a purple screen, nothing happens afterward.
There’s this thread, addressing I think the same issue. My question is :
Is it possible to roll back the Intel microcode change without doing what is suggested there,
sudo apt-get install intel-microcode=3.20180312.0~ubuntu18.04.1
Reason this is not possible is, in terminal mode, I have no access to internet.
This question already has an answer here:
- Dueling Portents 1 answer
Does this interact like Lucky, wherein both Portent rolls cancel each other out and the original, untampered roll is used, or would the diviner that replaces the roll later, override the other that tried to replace the roll earlier?
The spell description reads:
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration.
My question is, does the target make a d6 roll for each attack/check/con save roll, or does it make one d6 roll at casting time?
One of my players (the wizard who cast the spell) argues that the d6 is rolled once when the spell is cast, and the result is applied for the duration, while I suspect the d6 was meant to be rolled each time separately.
The reason for the debate comes from the uncommonly wording, when compared to spells such as bless:
Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Some special attacks such as Trip can be performed with weapons. Its text says:
Some weapons can be used to make trip attacks. In this case, you make a melee touch attack with the weapon instead of an unarmed melee touch attack, and you don’t provoke an attack of opportunity.
Supposing I am using a Flail (or other weapon which allows tripping with it) and I have Weapon Focus with the Flail, do I add the Weapon Focus bonus to the Trip check (i.e., the melee touch attack with the flail)?
P.s.: similar to this question, but I want an answer for D&D 3.5 instead of Pathfinder
I’m searching for an online tool a friend used in an RPG once, that adjusted the probabilities of an otherwise fair dice roll to make it less likely to roll the same number multiple times. So, if you rolled 1d6 and got a 4, your next roll off 1d6 would be less likely to be a 4 than it would be to roll 1, 2, 3, 5, and 6.
This made for pretty interesting play, since it enforced a broader distribution of values on dice that we wouldn’t otherwise have seen. We still rolled on average the same number, but the distribution was wider.
Does anyone know where I could find this tool?
Scenario: An arcane trickster casts disguise self as a blind old man.
In a crowded room, his accomplice distracts the target, while the arcane trickster tries to steal his pouch of gold. As a DM, what would you have him roll?
I am trying to solve a minor disagreement between a player (me) and a DM. He felt like I should roll a stealth check followed by a sleight of hand check. I thought I should roll a sleight of hand check with advantage since I had gone to all the trouble to orchestrate the distraction with a party member and disguise myself.
Consider the following situation. Two creatures A and B sneak up on a creature X, successfully remaining unnoticed by it. A then wants to throw a dagger from its hiding place. This starts the encounter: It is determined that X is surprised and everyone has to roll for initiative: A rolls a 1, B rolls a 10, X rolls a 20. So X goes first, but cannot do anything on its turn, as it’s surprised. Next up is B, who goes into melee and attacks X but misses. X can then use its reaction (since its turn has ended) for the Riposte Maneuver by which it kills B.
Isn’t this really, really strange from a narrative point of view? The idea is that the encounter is triggered by A throwing the dagger from hiding (successful Stealth check), but as it turns out, B is already killed by the surprised X, before that trigger even occurs?!
Question 1: Am I right that this is in fact the right way to proceed by RAW?
Question 2: Are there common alternative ways of handling such a situation as a DM?
(Related, even possible duplicates: When exactly does combat start and surprise take effect? & What happens when initiative allows a player to act before the player that started the combat?)
If I have two dice and I want to check the expected time it takes for all combinations to appear once, how can I calculate that? I am aware of the calculations for one die using geometric distribution, but how can I calculate with two dice?
This question already has an answer here:
- How do I determine the probability of rolling various ranges of numbers on 4d10, 5d10, etc.? 6 answers
I’m looking for a formula to calculate the chance that (n) rolls of a d(y) produces any of (x) specific numbers (k) times, where x,y,n,k > 0, k <= n, and x <= y.
AnyDice is a neat thing to know about, but I’d much rather have the formula itself.
I know this sounds like stat homework but I guarantee you it’s for tabletop shenanigans. I recently ran a one-shot combining Hack The Planet, the one page 90’s hacker rpg created by Grant Howitt, and D&D 5e, to create a sort of… Persona’esc experience. I created this table:
…to handle contesting rolls between the system. It worked well enough for a one shot but it seemed rolls with 5e’s d20 system generally had a leg up over hack the planet’s d6’s. I’m asking for this formula in order to assist in better balancing any other hackbrained one-shot ideas I think up in the future.