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66

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 ...


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 ...


11

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 ...


8

Since you are statistics-capable, I would recommend that you take a look at Troll, a dice-roll language and calculator. It's capable of loops and conditionals and has a statistical bent. There's also R, the statistical computing environment. Being a Python programmer myself, I would probably gravitate towards SAGE instead, which provides a unified ...


7

If I were maintaining a list of my party's attacks and their average damages, I would list area effect attacks under multiple headings for the number of potential targets. Let's take Freezing burst and assume the wizard has a 60% chance to hit and deals 1d6 + 4 damage. Here's how I'd list it in a document. Freezing Burst (1 target) : 4.5 Freezing Burst (2 ...


7

Here is what a Level 30 character could have, if optimized to hit. +15 Levels +10 prime stat of 30 (assumes an extra +2 to the prime stat from Epic Destiny) +3 an expertise feat +6 a +6 weapon +3 weapon proficiency bonus That's +37 without anything special added. You'll need an 11+ to hit Demogorgon, right at 50/50. Attacks against other defenses ...


4

This answer is a conservative justification of the low values presented in DPR King 2.0: Squares Friendly Unfriendly 4 (2x2) 1.2 1.1 9 (3x3) 1.45 1.3 16 (4x4) 1.8 1.5 25 (5x5) 2.25 1.7 36 (6x6) 2.8 1.9 49 (7x7) 3.45 2.1 64 (8x8) 4.2 2.3 81 (9x9) ...


4

As a computer programmer and someone who has done statistical analysis on survey data I have a suggestion. Your parameters seem to be sound. You have broken out what seems to be the key point/values that have a bearing on your analysis. The suggestion I have at this point would be to alter your mathematical methodology a little. You are using a 10 point ...


4

If the roll needed to hit something is A, the chance to miss isn't A/20, but (A-1)/20. Thus, you need to subtract 1 from A for your hit chance: (1-((A-1)/20)^2 - 39/400) and subtract 1 from A for your miss chance: (((A-1)/20)^2) Also, here's an alternate method of coming up with the formula. The critical chance is independent of the roll needed to hit, ...


4

I don't think there's a great deal of published, general information on this topic. Among podcast listeners, there's an annual survey that includes what games listeners are playing. Informally, I would assume that RPG podcast listeners probably play a broader range of RPGs than the gaming population as a whole. Jennisodes has a discussion of the survey ...


3

Familiars don’t actually gain HD They simply are stated to be treated as if they had HD equal to their master’s for the sake of spell effects and the like. As a result, they don’t increase in size category, don’t gain separate HP, save bonuses, feats, skill points, and so on (though those last four are covered by the familiar setting ...


2

My approach is inspired by The Bill James Hall of Fame Monitor. Instead of a set scale, assign points to a wide variety of categories. It would probably end up being a lengthy list and I don't know if I'll make the effort to attempt to fully define it. I will give some examples though. Movement How often does the character have to move? 0: Only if ...


1

I am not sure if there is right or wrong way to break down character complexity into quantifiable data, let alone how to do it accurately. Character complexity has to do with the role play aspect of a character persona, how hard is it to be a dwarf fighter and how does that effect the player not just the base stats. I have a Knight in a game I DM for, ...


1

Don't forget variety of action types. Some of my characters only use standard action powers. Others have uses for their standards, moves, and minors. Guess which kind of character is more complex. Other things to count/ways to count them: Healing should be a buff Count marks as a status effect if you weren't already. Hybrid and multiclass characters ...



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