Skip to main content
23 events
when toggle format what by license comment
Mar 11, 2023 at 15:48 comment added Oly This answer is good; it nearly answers the question (while relying on access to 4d4 or 3d6 which should be no issue in practice assuming we already have a d20)! Combining dice to get a distribution closer to normal to begin with is nice. If you wanted a better fit to the actual distribution, especially when the probability of a hit is especially low or high, you could combine it with the 'What's p_hit?' and 'Going from quantile back to hits outcome' parts of my answer, and generate tables for adjusting those cases.
Mar 9, 2023 at 9:43 history edited HighDiceRoller CC BY-SA 4.0
mention bounded accuracy
Mar 9, 2023 at 8:08 history edited HighDiceRoller CC BY-SA 4.0
tweak alpha on bars
Mar 9, 2023 at 7:55 history edited HighDiceRoller CC BY-SA 4.0
use area plot for true, the line thickness was inflating the apparent area too much
Mar 9, 2023 at 6:01 history edited HighDiceRoller CC BY-SA 4.0
added 16 characters in body
Mar 9, 2023 at 5:56 history edited HighDiceRoller CC BY-SA 4.0
added 29 characters in body
Mar 9, 2023 at 5:36 history edited HighDiceRoller CC BY-SA 4.0
new plots, 4d4 + 10 for the 20 attack case
Mar 8, 2023 at 10:31 history edited HighDiceRoller CC BY-SA 4.0
added 37 characters in body
Mar 8, 2023 at 9:27 history edited HighDiceRoller CC BY-SA 4.0
deleted 108 characters in body
Mar 8, 2023 at 9:12 history edited HighDiceRoller CC BY-SA 4.0
added 1245 characters in body
Mar 7, 2023 at 19:48 history edited HighDiceRoller CC BY-SA 4.0
added 111 characters in body
Mar 7, 2023 at 13:26 comment added Eddymage Let us continue this discussion in chat.
Mar 7, 2023 at 13:15 comment added Anne Aunyme @Eddymage as you don't have 20 objects, you have to multiply the total by N/20, where N is the number of animated objects
Mar 7, 2023 at 13:11 comment added Anne Aunyme For 20 attacks, assuming an attack bonus of +0 and an AC of 10 (to keep things simple), one would normally expect an average of 10 hits, including a crit. With this method you get 3d6 hits (average of 10.5) including one crit on average.
Mar 7, 2023 at 13:10 comment added Eddymage I see several problems here: suppose the the 3d6 sums to 16, the target's AC is 12: then the final score is 22, which provides 11 hits on 10 attacks. You can threshold it, obviously, but it does not seem to reliable nor scalable. If I have 7 objects, what is the computation?
Mar 7, 2023 at 13:04 comment added Anne Aunyme @Eddymage: You can't reliably model the original distribution anyway (see Alan's answer), so at best you will have an approximation.
Mar 7, 2023 at 12:58 comment added Eddymage @AnneAunyme Can you define "too far away"? Because if this is the premise, then I believe that this method is not reliable and does not model the original distribution (To be honest, I didn't check mathematically, yet).
Mar 7, 2023 at 12:55 comment added Anne Aunyme @Eddymage: it continues to work fine as long as the hit probability doesn't move too far away from 50%
Mar 7, 2023 at 9:13 comment added Eddymage So your method is based on hit probability of 50%, or am I missing something?
Mar 7, 2023 at 9:10 comment added HighDiceRoller To first-order this is accounted for by the margin of success: every +1/-1 difference in attack bonus and AC produces 1 more or fewer hit per 20 attacks as desired. But as hit chance gets far from 50% then you start to see more higher-order error due to the target standard deviation and normality decreasing, going deeper into the tails which is more sensitive to imperfections in matching standard deviation, not being able to get below 0 hits, etc.
Mar 7, 2023 at 8:53 comment added Eddymage "If we figure that the typical hit chance is close to 50%": why? It depends on attack bonus and target's AC, doesn't it?
Mar 7, 2023 at 7:12 history edited HighDiceRoller CC BY-SA 4.0
added 59 characters in body
Mar 7, 2023 at 7:06 history answered HighDiceRoller CC BY-SA 4.0