In Roll for Shoes Prison Module, how much hp should each character have?

The "Prison Module" module by Mongoose systems (given out free in 2020) offers a variant rule for Roll For Shoes involving wounds and scars: you take a wound when you are attacked, hit by a trap, or fail a dangerous action, and if you take a second wound in the same place, it becomes a scar that cannot be healed anymore. It says that if you take as many scars as you have HP, you die. However, I cannot find in the module anywhere how much HP you have. Should I just have them roll a d6? Do I set an HP level based on their class? Or what was the intent here?

Coding Spelunky Edge Roll Mechanic

Inspired by the recently released Spelunky 2, I’ve been making Spelunky clone from scratch using Monogame for gamedev coding practice.

I’ve successfully coded the basic platforming mechanics: terrain collision solving, gravity, running and jumping, even having the camera pan up or down after pressing those buttons for a half-second.

The next thing I am trying to implement is edge-hanging. Getting the basic case of hanging after falling onto an edge in the right way was easy enough. I basically just checked for the right conditions and added a boolean in my player class for whether the player is hanging, which prevents left/right motion and keeps the player from falling when it’s true.

My question is: how can I implement the edge-rolling mechanism, where you can roll over edges into an edge-hang by pressing down as you walk off? I don’t understand what extra information I need to store or how to smoothly transition the player from being halfway on the edge to hanging off of the edge one block lower.

Right now the player just kind of falls away from the edge after walking off, as you would expect with the basic mechanics so far.

Any advice is appreciated! Thanks for your time.

Can Bardic Inspiration be used on a roll replaced by Portent?

A creature with a Bardic Inspiration die can roll it to add the result to an ability check, saving throw, or attack roll, while the Divination wizard’s Portent feature overrides the roll before the roll is made.

Because the roll has never been made, does this mean that a roll replaced by Portent cannot be improved by the Bardic Inspiration die?

Portent feature: is it replacing only the d20 roll or the final outcome?

The divination wizard’s Portent ability states (emphasis mine)

You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

The PHB (pag 7, "The D20", 3rd paragraph) describes saving throws, attack rolls and ability checks as

[…] the three main kinds of d20 rolls, forming the core of the rules of the game.

All three of them consists of a d20 roll and then modifiers are applied to this die roll. The description of Portent is quite foggy: the first sentence suggests that it allows to replace the final result (d20+mods), while the second part of the description mentions the roll, without specifying if it just refers to the d20 roll or to d20+mods.

Is Portent allowing the wizard to replace the final result or just the d20 roll?


This topic is covered in several answers and questions related to Portent working with other rules/aspects of the game: these report some tweets by Jeremy Crawford. On one hand, the Sage Advice Compendium ("Official Ruling" section) states they are not considered official anymore, on the other hand in the very same section is stated that they could be a preview of rulings that will appear here [i.e. in Sage Advice]. Jeremy’s tweet about this issue have not been still included in any version of Sage Advice Compendium, at the best of my knowledge.

What is the highest minimum and maximum roll possible on a (Dex) sleight of hand/pickpocket check? [closed]


FOR THE KLEPTOMANIACS OUT THERE:

Let’s say we’re attempting to pickpocket something from someone and would like to reduce our chances of failure as much as possible. What is the highest minimum roll and maximum roll reliably possible in the game? In order to make this easier to replicate for others, I’m going to offer some restrictions:

  • Things that are not largely guaranteed in most games, such as: Boons, Artifacts, and Manuals.
  • This can be any level character up to 20th level, all that matters is that it still remains the highest min and max roll for the check.
  • Must be acting alone and receive assistance only from themselves, their items, feats, racial abilities, class features, etc.

These restrictions should ensure that the check can be performed reliably any time it is made by anyone with the proposed build in nearly any campaign with the average amount of magical items and quest rewards, etc.

I will post my own findings as an answer below. Feel free to use it as a frame for further answers, or offer one all your own.

Can magic missile be considered both 1 damage roll and several? [duplicate]

While 99% of the time this doesn’t matter if you roll several dice or just the 1 dice for all the darts, a player did something which seems contradictory and knowing the true answer to this would clear up a lot of uncertainty.

They cast magic missile after using Hexblade’s curse, to add their prof to each damage roll. Then after used the Empowered Metamagic to reroll the 1 for all the darts, into a 4, and topped it all of with the wizards Empowered Evocation to add their INT to the dart.

The way I see this the Hexblades curse would only work several times if you were treating each of the darts individually, by rolling them out separately. This would have the benefit that the Lore Bards cutting words can’t cut the damage down to zero as effortlessly, by cutting the 1 dart that is multiplied down to 0.

But if treated as an AOE the Empower Metamagic and wizards Empowered Evocation would work. This also matters immensely when considering how magic missile works on damage thresholds (others have answered, and it seems to contradict again).

So my question which way does it work?

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?

If an NPC and a PC roll identical initiative who goes first?

Normally, when 2 players roll identical initiative in combat, they decide between themselves the order they do things in and then stick to that on subsequent rounds.

How should the DM handle it if the NPC rolls the same initiative, especially if they are in combat directly with the player who rolled the identical initiative?

If rolling bulk initiative for a group of NPCs, how should identical rolls with players be handled here? It feels like a lot can swing on whether the GM chooses for the group of NPCs to attack the player before he can decide his action.