I have recently started playing BW and i decided to go in a new direction(Mainly because i couldn’t make a druid.) and made a charlatan with some bard sprinkled in. A noble woman in her early twenties that were to receive formal education at a religious institude but bailed out after learning superficial knowledge about pretty much everything and she has been using those skills to be a jack of all trades that seems like she knows a lot but only has enough to fake it.
With that i thought i would play her as someone that will try to help with everything. Someone wounded?I’ll help. Need to interpret stars?I’ll help and so on. My problem is that with such a diverse skillset in the first session i ended up asking to roll for things far more than other players coming up with a bunch of stuff i wanted to try.
My problem is that I fear that i may advance quicker than others and end up being a munchkin or something similar. So what i wanted to ask was that how can i play my character as someone who tries everything without turning her into a munchkin that can do everything better than everyone else?
According to the rules for Advantage/Disadvantage:
If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
While I understand the main point of this is to simplify things and avoid the insane stacking of individual bonuses found in 3.5e, it’s disappointing that stacking advantage and disadvantage is the same as having neither. I’m thinking of a house rule like this:
If circumstances cause a roll to have both advantage and disadvantage, instead roll three d20 and take the median value.
My gut says that this would keep the average roll at 10.5, but tend to cluster rolls around 10 instead of the even distribution of a single roll, but I’m not sure how to actually calculate the distribution. Regardless, rolling dice is fun, so this seems like a way to keep things balanced while still keeping the thrill of rolling extra dice that comes from advantage or disadvantage.
Would this method actually keep the average output the same as 1d20? Are there any edge cases or unforeseen circumstances where this would be more advantageous or disadvantageous than it should be?
Essentially, I’m not sure “where” stored Portent rolls “exist” while not in use.
About the simulacrum, the spell description says:
It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any Equipment. Otherwise, the Illusion uses all the Statistics of the creature it duplicates.
The Portent feature reads as follows:
When you finish a long rest, roll two d20s and record the numbers rolled. 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.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Presumably, if you used Simulacrum on a creature with the Lucky feat, the resulting simulacrum would be created with Luck points (the same number that the original creature had at the time of casting). Does Portent work the same way?
For example, if a player is fighting a thug and that thug currently has the status brusied-1, could that plausibly affect a future Go To to Toe favorably for the player if it’s against that target?
There is a unique longbow in the Waterdeep: Dragon Heist module whose description includes:
This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 + the wielder’s Strength modifier…
However when looking at the PHB’s section on “Dexterity Attack Rolls and Damage” I realized it states:
You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon…
To me this means that unless a feature specifically tells you not to, you would add your Dexterity modifier to a ranged weapon’s damage and attack rolls.
An example of such a prevention is Two-Weapon Fighting which states:
You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Notably the NPC who owns it has a +3 proficiency bonus, a +7 to attacks with the longbow and deals 2d6+4 damage. Unfortunately, their strength and dexterity modifiers are both four so I can’t tell which is being added.
However, as @thedarkwanderer pointed out in a comment in this Q/A (“How can I shoot a bow using strength instead of dexterity?”):
“NPC’s use different rules than PC’s”
This leaves me uncertain and with the following question: if a PC wields this unique longbow, what modifiers do they add to its attack and damage rolls?
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.