A Wizard in my group likes to use Hypnotic Pattern. It’s quite overpowered in its own right, but the way he made it sound is as follows:
Targets that fail are incapacitated and can’t move, attack, or react. So he has the group circle them one at a time, where the entire party gets advantage attack for one round.
I didn’t think to question this, but looking deeper, shouldn’t it be just a straight attack and after the person is hit, back to regular initiative?
I am having some difficulty doing opposed rolls over multiple rounds.
I am looking for a character vs. character statistics. I call them “Rookie” and “Enemy” respectively. I want to know what the chances the Rookie wins over the Enemy over X amount of rounds.
- Rookie Rolls 1d20+0
- Enemy Rolls 1d20+2
- If Rookie > Enemy, Rookie Success
- If Rookie < Enemy, Rookie Loss
- If Rookie = Enemy, Reroll
- X Rounds are completed
I want to know the success chances of the Rookie winning 1 time, 2 times, 3 times, etc. This is to analyze how many rounds go by before the Rookie’s chances approach 0% chance of winning.
Any ideas? Thanks!
Link to AnyDice Code
X: 5 MODFORROOKIE: 0 MODFORENEMY: 2 output 1d20+MODFORROOKIE > 1d20+MODFORENEMY named "d20: Rookies Success in 1 Round" output 1d20+MODFORROOKIE = 1d20+MODFORENEMY named "d20: Rookies Tie in 1 Round" output [count 1d20+MODFORROOKIE > 1d20+MODFORENEMY in Xd20] named "d20: Rookies # of Successes in X Rounds" output [count 1d20+MODFORROOKIE = 1d20+MODFORENEMY in Xd20] named "d20: Rookies # of Ties in X Rounds"
Very new player here. Looking at the stat block of a goblin: for a shortbow attack it says +4 to hit and the goblin has a Dex modifier of +2.
Does this mean I add 6 to the d20 roll or just the 4 and ignore the Dex modifier?
Same with using Stealth. It says Skills: Stealth +6. So would I take 6 and add +2 of the Dex modifier or just add 6 to the d20 of the Stealth check roll?
So I’ve been working on a Half-Elf Hexblade for a bit now and decided he should have a moonblade, which is a sentient elven longsword. Sentient weapons can’t be pact weapons, but you can still choose to use charisma with them using hex warrior. Does the weapons own charisma stat then stack with yours for attack and damage rolls?
Would it be fair to use 1d30 – in place of 2d20 and taking the higher die – for advantage rolls?
Recently I have acquired several d30 dice in a bag of factory seconds. I want to offer my players the option of using a d30 dice instead of using 2d20 dice for Advantage rolls.
The idea is that the d30 is meant to be a high-risk, high-reward option in that you have more chances to roll a high number but, as you are only rolling one dice, there is presumably more risk due to not having an option to take the highest of two rolls.
Whilst I can not find anywhere on the internet that discusses such a situation (most discussions about d30’s boil down to using them for 30-entry tables), I have found probabilities for the dice.
AnyDice is a free website that allows you to calculate the probabilities of rolling any dice and can display the results in various formats. Below are screenshots taken of the probabilities for both 1d30 and 2d20 (take the highest result) to get at least X number:
1d20 (taking the highest result):
Based on this data, I want to know if it would be fair to use 1d30 in place of 2d20. By “fair” I mean whether the advantage of the d30 (there being more chances to pass any DC check due to it having higher numbers) would be balanced out by its disadvantage (the lack of an option to take the highest result of two rolls).
The best answers should, using data and examples, explain why using 1d30 instead of 2d20 (take the highest result) is either balanced or unbalanced.
Say I have a 10 sided dice, and I want to know the average number of rolls it would take me to roll both a 9 and a 10, disregarding repeat numbers, what would the maths look like for this? For context, imagine in a game an opponent has a 1/100 chance of dropping 4 specific rare items. How many kills on average would it take to obtain all 4?
The Tempest Domain’s channel divinity says
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
but doesn’t specify that you can only apply that to one roll of damage or all rolls if they happen at the same time
So if multiple instances of possible damage hits an enemy (like say lightning from Absorb Elements, thunder from Divine strike and more thunder 1d8+2d8 from an opportunity attack Booming Blade allowed by War Caster), can you channel divinity to deal maximum damage from all of them, or only one of them?
A dagger is thrown at a monk. On that attack, the dagger multiplies into 2 or 3 daggers in mid-air, each dagger with its own rolls for attack and damage. The daggers move one after another such as a line like:
— — —
As a reaction to that one Attack action, can a monk use Deflect Missiles to deflect all of those projectiles, since all of them were thrown on a single Attack action and will be arriving simultaneously?
The title somewhat says it all… What happens if an attacker and defender roll exactly equal values? This actually happened to me in a test combat. The other player and I mutually agreed nothing happened.
There’s no entry on the Combat Table for it, this much I know.
I’m confused regarding the interaction between Dangerous Sorcellery and spells like Magic Missiles.
When you cast a non-cantrip spell that deals damage and that doesn’t have a duration, you gain a conditionnal bonus to that spell’s damage equal to that spell’s level
You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. When Casting this Spell, you can increase the casting by a Material Casting action, a Somatic Casting action, or both. For each component you add, increase the number of missiles you shoot by one. You choose the target for each missile individually.
Assuming a first level Sorcerer, with the Dangerous Sorcellery feat, casting Magic Missile, would the damages be:
Number of missiles x (1d4 + 1) + 1 (Dangerous Sorcellery) // (3d4+3+1)
Number of missiles x (1d4 + 1 + 1(Dangerous Sorcellery) // (3d4+3+3)
TLDR: Does Dangerous Sorcellery apply once for the whole spell, or each time damage is rolled for the spell?