# Tag Info

68

All this does is linearly adjust the normally-flat 5% probability for each number to occur. What results is a increased or decreased probability of any number above or below average to occur, positively for advantage and negatively for disadvantage. See this AnyDice function set, which yields the following: Black is d20, orange is highest of 2d20, blue is ...

35

First off, those little +1s and +2s are going to be much more important. Being flanked is suddenly a matter of, say, a 50% increase in their chance to hit you rather than a 10% increase. You noticed this with Aid Another, but it'll come up other places as well. Any power that forces an enemy to grant combat advantage becomes much, much more powerful. Being ...

34

A good way to analyze the differences between the two distributions is to imagine a head-to-head contest between characters. First, suppose you have two identical characters, A and B, rolling off against each other with d20. They tie 5% of the time; 47.5% of the time one wins; 47.5% of the time the other wins. In contrast, if you use 3d6, ties occur 9.2% ...

25

Link? No. But... I can do the requirements for them and work the figures out. Rounding to 0.01% increments. 9+ is 160/216 12+ is 81/216 13+ is 56/216 14+ is 35/216 15+ is 20/216 17+ is 4/216 Original D&D Rules Bk1 Fighter: No requirements. 100% Cleric: No requirements. 100% Magic User: No requirements. 100% Original D&D Rules, including ...

25

There sure is! Pick a size of a pool of d20 dice. The bigger the pool, the stronger the results. Next grab a d6, d10, a different colored d20, or even a coin. Roll the die pool and roll the extra die. If you got an even number on the die, pick the smallest roll from of the pool of die and use this as a result. Odd? You pick the largest die value from the ...

18

As a fellow GM of Earthdawn, and former GM/Player of DnD 4e I have some good news and some bad news: Your player is being somewhat silly if he's actually hardcore about statistics: It's easy enough to perform a numeric analysis on Earthdawn mechanics if you really want to. There's even an article that RedBrick wrote on their website. The guy uses basic ...

17

The mean result goes from 10.5 to 7.175 for disadvantage and to 13.825 for advantage. The odds go from a flat 5% for each of 1 through 20 to (disadvantage results shown; reverse the first column for advantage results): 1 39 9.75% 2 37 9.25% 3 35 8.75% 4 33 8.25% 5 31 7.75% 6 29 7.25% 7 27 6.75% 8 25 6.25% 9 23 5.75% 10 21 5.25% 11 19 ...

13

The math is straightforward With an advantage you are looking for best of two results. To figure out your odds you need to multiply the chance of FAILURE together to find out the new chance of failure. For example if you need 11+ to hit rolling two dice and taking the best means instead of a 50% of failing you have only a 25% chance of failing (.5 times ...

13

To preserve the probabilities exactly, the new DC should be "14 + monster defense." How I got that number So, you want to convert this: d20 + monster_save vs. 8 + caster_modifiers Into this: d20 + caster_modifiers vs. ?? + monster_save Here's how to figure out the "??" using a bit of intuition about probability: Ignore the modifiers for a ...

13

It depends on your players and campaign style The problem, as you've noted, is that players start being able to do specific things really well. However, that's also the solution - force them to do new things. If your campaign is a dungeon crawl, this will be harder than if it's a city-based setting, but you have to remember that the PCs' actions shouldn't ...

13

The answer depends on what you're rolling, what your target number is, and what modifiers are already in place. For D20s, the answer is about five, but less if you need to roll really high or really low. See this answer. In general, the formula for probability of success is: 100% - (chance of failure per roll)^(number of attempts). This applies to Choose ...

12

Alternatively, you can: Roll an odd number of dice (3d20 is easiest). Add the highest and lowest values, and compare the sum to 21. If it's less (than 21), use the lowest value. If it's more (than 21), use the highest value. If it's equal (to 21), see whether the median (middle) value is high or low (1-10 or 11-20) and use the highest or lowest value, ...

11

Is this what you were looking for? http://axiscity.hexamon.net/users/isomage/rpgmath/qualify/ It covers the probability of rolling various classes based on minimum requirements, for a couple of different dice rolling methods, e.g. 3d6 any order vs 3d6 ordered.

10

Bryant is right about the Bonuses. In GURPS I had be to be careful about bonuses as beyond a certain point success (or failures) is all but certain. I recently returned to D&D, playing Swords & Wizardry, and one thing I noticed over GURPS is how more variable the the results seems. With the d20 numbers were all over the place and even character with ...

10

If you actually get a standard distribution from the dice in the 3d6 x12 method, it will be slightly better than a standard distribution of results from the 4d6 method. The more samples you take, the more likely it is that you will get something approaching average or a standard distribution. The fewer samples you take, the more likely the results will just ...

9

If they have Safecracking 5 and there aren't any safes around, then that 5 doesn't matter; they're going to be falling back on their broader, lower-dice skills. They may get new skills out of that, but they'll be something different again. In order for them to actually progress beyond the point where they have made Skullduggery 2 obsolete, they'd have to ...

8

Ubiquity basically uses coin flips for rolls--heads is a success, tails isn't--except that it uses dice instead of coins. (You could say odd is failure, even is success, or that the low half is failure and the high half is success, or you could use a 4-sided die that had sides reading 0, 1, 1, 2, for fail-fail, fail-succeed, succeed-fail, succeed-succeed, ...

8

I've already commented but here's a quick writeup of the probabilities in case you don't find the other answer to your taste. Assuming a perfectly random die, yadda yadda... The probability of rolling a 8 or more on a d10 is p(8,9,10 | 1-10) = 3/10 Adding dice, it actually becomes easier to determine by calculating the probabilities for 0 successes (which ...

8

What your friend may be referencing is a quirk of the original World of Darkness rules, in which each one rolled cancelled a success, and TNs were the number needed for a die to count as a success. If the TN was very high (10 or greater) the more dice you rolled, the more likely you would be to roll more ones than successes, and therefore the higher the ...

8

I'm not sure what the real question is. I'm thinking at least part of it is "Help me understand the mechanics of exploding dice" so I'll start there. Where N is the size of the die. Average # of rolls = N/(N - 1) Average result of an exploding die = N*(N+1) / (2 * (N-1)) Die Average Average Rolls Value d4 1.3333334 ...

8

A better solution is to use Mid 3d20 (3M20). That is to select the middle roll from three d20. This has the advantage of creating a bell curve but still giving you the full range of a d20. The probs are: mid20 Prob % of TN Prob Eq or higher % 1 0.725 100 2 2.075 99.275 3 3.275 97.2 4 4.325 93.925 ...

8

If you're using 1 die as a hundreds digit, 1 die as a tens digit, and 1 die as a ones digit, then every number between 1 and 1000 has a 0.1% chance of occurring. If by doubles you mean 155, 944, etc. and by triples you mean 333, 777, etc. then those have the same probability as any other number in the range. Think about it: each d10 should have a 10% chance ...

8

You're reading them as digits, and the dice are in fixed positions. That means that each position has a equal probability (or a "flat" probability curve) of being 0–9, and that flat probability curve remains because you're interpreting them as digits in a number from 1 to 1000. You only start to get non-flat curves if you're adding them together. If ...

7

Using 3dX was a fun idea for me more because of skills than combat; everyone's perspectives feel very combat-oriented to me. (bear in mind, I have a 3.5 mindset) The problem I had which was solved with 3dX, was that some people had super cool character concepts which were just impossible or unsatisfying with a d20... I can't explain the effect on ...

6

As everyone else has stated, 12 rolls of 3d6 is better. You guys writing hundreds of lines of dice code... I love the web-based tool for Troll for dice calculations. Here's Troll code for best six of 12 rolls of 3d6: sum (largest 6 12#(sum 3d6)) This averages in a total score around 76.4. And the Troll code for six rolls of 4d6 keeping the best 3d6: ...

6

I like your premise (modifiers should matter less) but I think your hypothesis (an inverse bell curve solves that) to be questionable. I just don't think it would play very well, with extremely low or extremely high values being common, but mid-range results being rare. Such a system could be described as "swingy" and I think would make conflict feel ...

6

Rolemaster (Standard and Classic) uses a variable fumble chance for every weapon. Critical Miss Chance Rolemaster uses a cascading d% system (01-05 roll down 96-00 roll up) but unmodified rolls within the weapon fumble range automatically cause a fumble (and a roll on the appropriate weapon fumble table) Varying by weapons Sample weapon fumble ranges: ...

6

AnyDice handles exploding dice in a peculiar fashion that's poorly-suited for roll-and-count dice pools. I have cobbled together a somewhat inelegant solution, but it appears to work correctly. Here's the link to the program. Instead of using dice in the usual manner, I've created several functions that, given parameters of a die, return its output, i.e. ...

5

Yeah, 3d6 as a mechanic in general is good - GURPS does it - but the main problem is that D&D has a pretty wide range of bonuses. It makes someone with a +2 edge over someone else way better. Having said that, I don't mind that, and have messed around with 2d10 as a halfway step. But if you are really into the rules, there's a lot of problems it ...

Only top voted, non community-wiki answers of a minimum length are eligible