A player rolls four 20-sided dice, takes the lowest value, ignores the rest. What is the probability of this value at least 7?

I’m designing a tabletop game, and I need to figure out how to calculate a few probabilities:

  1. Roll 3 20-sided dice, take the highest value. What is the probability of it being 7 or higher? 15 or higher?
    1. Roll 4 20-sided dice, take the highest value. What is the probability of it being 7 or higher? 15 or higher?
    1. Roll 3 20-sided dice, take the lowest value. What is the probability of it being 7 or higher? 15 or higher?
    1. Roll 4 20-sided dice, take the lowest value. What is the probability of it being 7 or higher? 15 or higher?

How can I do this? Could you explain to me how this works, or even better – give me a simple formula?

AnyDice — efficiency of code calculating rolls hitting a target with mixed pools; hitting the 5 second barrier

I have some code that is hitting the 5 second barrier;

function: target N:n of A:s B:s C:s {     result: [count {1..N, 1..(N/2)} in [sort {A, B, C}]] } output [target 7 of 4d12 0d20 0d8] output [target 7 of 4d12 2d20 0d8] output [target 7 of 4d12 4d20 0d8] 

Even if I remove the final output line, it still fails.

I believe the code does what I want it to – calculate the number of dice rolling at or under the target from mixed pools (it runs when using other pools: d20s seem to be a problem).

Is there anyway I can improve it so that at least the first two of these output lines will run (or better yet, all three of them)?

N.b. from my perspective these were some of the simplest pools I wanted to look at.

How do I determine the proper bonuses for my attack and damage rolls? [closed]

I am a half orc monk at level 14. I am using a homebrew gun called the demon of powder, which has 6 charges that it expends instead of regular bullets as ammo. My stats are 14 20 14 8 15 10 in order. in the description of the weapon it says i get +5 to both hit and damage rolls, but on dndbeyond it says i have +6 to hit and 2d8+6 for damage. My DM said that the regular damage for this is 2d8. I’m very confused where dndbeyond is getting the 6s from. Additionally, should i manually add in the +5 to hit from the description or is it already included?


Are lore rolls to detect magic automatic?

I know from reading the volume 1 rule book, that the presence of magic such as with trap-wards and ghosts (examples used as they are cited in the book), can be detected by a magic user rolling well on lore – however, I’m not sure on if the roll is supposed to be automatic or not? According to the rules of the system.

As in, if there is something like a magical trap set or a non-visible ghost present: by the rules, is the GM be supposed to automatically call for magic-users to roll lore to detect magic, or do the players have to decide themselves if they want to make a roll to check an area?

I’ve perhaps missed something somewhere in the book clarifying this.

How to model opposed rolls in Anydice?

I’ve seen there are quite a lot of brilliant people on this board answering questions about Anydice. I am hoping somebody will be kind enough to answer this one too.

I want to use anydice to figure out the probability of success with opposing dice rolls. For example, 1d6+1d8 (test roll) vs 1d10+1d4 (challenge roll). The challenge roll determines the target number. If the test roll meets or exceeds the challenge roll, the attempt succeeds.

How do I set that up in Anydice?

For anydice.com, is there a way to set a total number for three rolls?

I am very, very new to writing code and working on designing a RPG. As part of that, I am trying to do a simulation of three weighted dice rolls, ranging from 1-12 where I set the limit of how much the total of all three rolls can be. Meaning, I want to limit the total that any set of three rolls can give me to 12.

I am interested in the actual results of the dice and not just their sum so 3/3/3 is different from 4/4/1.

If the sum of the dice would be above 12 then the die making it go above 12 would be rerolled until this is not the case.

As an example:

  • If you rolled 5/5 on the first two dice, the third die would be rolled until it was either a 1 or 2.
  • If you rolled 1/1 on the first two dice, the third die would be rolled until it was a number 1-10.

I have the dice weighted according to the percentages I need. I just have no idea how to do the language to limit the total.

Here’s what I have thus far:

W: {  1:12,  2:14,  3:18,  4:18,  5:17,  6:8,  7:8,  8:1,  9:1,  10:1,  11:1,  12:1 } output dW 

Any help would be GREATLY appreciated!

Is it possible to use athletics for/with attack rolls?

I just started a game in 5e with a new human greatsword wielding fighter, and rolled stats pretty well [17 strength]. I chose the Brawny feat and basically gave myself expertise on athletics. Is there a way [feat, weapon, or magic item] to use athletics as either the attack roll or damage roll mod?

My DM is pretty cool with homebrew stuff, but likes to see similar existing stuff to help figure out balance. Are there any examples of skill checks affecting attack rolls?


For spells with multiple attack rolls, what happens if there are no targets left?

When are targets picked for spells with multiple "missiles"? tells us that you can (probably) resolve each “beam” or “ray” of, say, eldritch blast or scorching ray one after the other.

Assuming this is true, what happens in the following scenario:

  • One enemy left, has low HP;
  • PC casts one of the aforementioned spells and hits with their first “beam”/”ray”;
  • First beam kills that enemy (to revolve any ambiguity about enemy death saving throws, let’s assume the PC rolls maximum damage and it kills the enemy outright by exceeding it’s maximum HP; 1d10 or 2d6 could certainly do this to a goblin on less than half health);
  • What happens to any remaining beams?

Eldritch blast says:

A beam of crackling energy streaks toward a creature within range.

And scorching ray says:

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Can you choose to not fire any remaining “beams”/”rays”? Can you just fire them at the floor (seems unlikely for eldritch blast since you can only target a creature)? Can you continue firing at the dead enemy anyway (again, unlikely for eldritch blast, since a corpse is not a creature)? Do you have to fire at an ally, or whoever the nearest creature is (for eldritch blast, at least)?

Can you add your the same modifier to damage rolls multiple times if they come from different instances?

A friend of mine is wanting to do a specific build and as far as I am aware you can not apply a modifier multiple times in this way. Can someone confirm if this is a RAW legal tactic?

Scenario: lv 6 tiefling celestial warlock, assuming 16 charisma

Cast shillelagh to make staff 1d8+cha [source: pact of the tome]

Then cast searing smite for 1d6+cha [source: teifling and celestial warlock’s radiant soul feature to add charisma mod]

Then green-flame blade attack for another 1d8+cha [celestial warlock’s radiant soul feature to add charisma mod]

A single hit would be 2d8+1d6+9

Do all these instances of charisma modifier stack like this?