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Ben
12:27 AM
I think the world stopped
Everything is quiet. There is no traffic, no updates on social media (that I have seen), and even the dog next door that is constantly whining at the fence has stopped.
 
@Ben You're in the pause menu. Press the button again to unpause.
 
Ben
Oh! Duh.
Must have accidentally hit it when I sat down
 
Thanks đź‘Ť
Be careful with that pausing
 
12:45 AM
@MikeQ In re death and its social effects, this thread may be of interest to you ... a bit of brain storming on your point two in the widowed question.
 
hey there @KorvinStarmast
 
@Shalvenay Good Evening
 
1:04 AM
@KorvinStarmast how're things going?
 
@Shalvenay Mostly OK. A rather big bill on car repairs/maintenance today, but since we got 50K miles out of original tires ... part of it was expected
How is your world turning?
 
alright here
 
Weather is turning humid and warm, so our next fun thing is AC servicing to prepare for the summer.
 
@KorvinStarmast I find it odd that magic can ignore the laws of physics, but not civil law
 
I don't
Human cultures and laws adjust to conform to the tech/magic that the society has.
We didn't need speed limits before someone inented cars
invented
We didn't need a nuclear non proliferation treaty before nukes were invented
Before XGTE, marriage was left open, as a cultural norm to be filled in by GM/world building. No reason to change that.
All the spell does is add a bit of extra goodies....
We here on earth have the same physics, but laws and customs differ a lot.
That's not a bad thing. We don't need to be the 7 billion Modron march ...
 
1:13 AM
I cast Shrug
Also how are you @Shalvenay
 
@MikeQ I failed my save. I shrug. :)
 
@MikeQ doing alright here
 
Ben
@KorvinStarmast At that severe a fail it looks like you're trying to shake off goosebumps
Question, exactly how active is the cheese meta?
 
1:25 AM
@MikeQ @KorvinStarmast hey you guys don't spread shrug virus in here, it's like dangerous and stuff,.. I guess (shrug) oh no
 
Y'all are being weird. I cast Shrug on myself.
 
You monster
XD
 
 
Ok, brainstorm prompt:
The PCs are in some sort of haunted house/dungeon, populated by various undead. But not all are hostile. Some are up to their daily un-lives, acting as if everything is normal. What sort of non-combat challenges could this result in?
 
1:38 AM
Well, is a ghost doing its daily thing also a threat?
Like, does a dish-washing ghost threaten someone's sanity?
 
Nah, like, skeletons walking around, cleaning, doing other chores
 
Ben
@MikeQ What, like... returning their undead cuckoos to the undead cuckoo pen, in exchange for a bottle containing a Poe?
 
Does a ghost dog that doesn't have anyone to play fetch with wind up haunting you until you find a stick to throw it?
Do you have to help the zombie with the dusting before you can search the room for clues?
 
@Ben So far I had a rough idea where some undead are having some sort of argument, and resolving their dispute will enable progress
 
Ben
Or maybe all the crows hanging around are messing up the garden, and they need you to scare them off
 
1:41 AM
Help the prom girl ghost pick her dress before she'll let you check the closet for secret passages?
 
Ben
@MikeQ "I grab the skeleton's head and throw it"
The ghost-dog keeps digging up the zombies that are trying to sleep
 
A common modern haunting story theme is that a ghost doing something which would be ordinary in life, is causing problems in death.
The poltergeist is just trying to put the furniture back the way it remembers.
 
Ben
Or actually, perhaps a poltergeist, or a ghost or something thinks it's still alive (having relapses of its previous life) and its sanity needs to be restored
 
That's a very common theme, yeah.
...ScoobyNatural did a variant on that.
 
I was thinking more along the lines of a semi-self-contained puzzle?
 
1:47 AM
"We go upstairs."
"Two poltergeists are trying to move a piano but can't agree on whether it's going up or down the stairs. You'll have to help them figure it out before you can pass."
 
Maybe even a logic problem, where the ghosts are trying to remember the shift order for their guard duty... mmmmaybe.
 
Ben
@MikeQ The relapse thing would probably be a good one then. Triggering thought processes to try and restore its mind. Like, it's scared of all the "monsters" around, and perhaps even scared of itself. The party are all alive, so that can open up some degree of stability (because it thinks that it is still alive too)
So even that is not exactly a puzzle, per se, but it does require triggering certain thought processes, to lead back to a logical conclusion
 
@BESW LOL!
 
@BESW Please expand on this. It's sufficiently incongruous that I may want to use it.
 
Not much to expand on. The party tries to go upstairs, but the stairway is blocked by a piano. The ghosts of two furniture movers are arguing about if they're supposed to be moving the piano upstairs or downstairs, and until they settle the argument the party won't be able to get past them.
 
Ben
1:51 AM
@BESW This can go several ways. Especially if there is a barb or a wizard in the party
 
@BESW I will use my thickest Brooklyn accent for this
 
Ben
@MikeQ You could even use a physical representation of this so the party has to actually try and get the "piano up the stairs"
 
Are there meta guidelines on what comment chains should be "moved to chat"?
 
@Axoren Try this faq:
29
Q: Why are site comments being deleted?

mxyzplkSome site users have noticed old comments being deleted. This is correct - site comments are meant to be a mostly temporary means of improving questions and answers. Here's an explanation of the process we use. Argumentative comments or extended discussion comment threads hijacking an entire q...

 
I'm wondering if it's the right call to move a comment to chat if extended discussion breaks out AFTER it, but the comment itself was presenting a conflict with a given answer?
 
1:54 AM
[sniped!]
 
Ben
@BESW @Nits great minds...
 
@Axoren One of the reasons not to misuse comments is that good comments get caught in the cross-fire when mods come in to clean up, because mod tools aren't very precise for this kind of thing.
 
@Axoren I'll play mod's advocate here: why does it matter that "the comment itself was presenting a conflict with a given answer"?
 
@nitsua60 The answer given could be wrong, assuming it's not an opinion piece.
 
All that matters (to my mind) is whether time's gone by that the author's likely to have seen it.
@Axoren But wrong answers are allowed to exist.
If I point out in a comment that an answer's wrong the author is free to accept or decline my criticism/implied suggestion to change.
If that comment gets a lot of upvotes that should be a signal to the commenter to write an answer like that.
 
1:58 AM
In this case, Gandalfmeansme's original comment is framed as something which could be added to the question. That's a reasonable use of a comment.
 
(which case?)
 
@nitsua60 I assume @Axoren is talking about this conversation.
 
@BESW I am, but it's also in regards to me having see this type of thing come up a lot
 
But the rest of the comments aren't trying to improve the answer.
They're challenging the answer, and that's not what comments are for. If there's a better/different solution, the proper channel is to write that answer as an answer.
 
That seems odd to me.
 
2:02 AM
Comments can't be sorted, edited, shared, badged... all the things that make the Q&A work.
* well, there's a little bit of badging, IIRC. Definitely hatting.
 
Comments are for improving posts. "You're wrong" doesn't give any room for improvement.
 
So, in the event that you want say "something is wrong with this argument", you need to provide an entire counter-answer?
 
If the answer is fundamentally flawed, downvote it and if possible provide a counter answer.
 
Ben
@Axoren "You're wrong because" is what you want to go for
 
@Axoren I tend to say things like "how does this square with $COUNTER_TEXT on p. 123?"
 
2:04 AM
If the answer can be improved, leave a comment suggesting how it can be improved or edit it yourself.
 
Or "I'm not following how you get from A to B, can you explain your reasoning a little more?"
 
Yeah, "This would be improved by a discussion of [related rule]" is different from "This is wrong because of [related rule]."
 
@Ben I did provide a reason why I disagreed at least. However, if I could give proof why someone was wrong, I'd write a factual counter-answer.
 
Anyway, I'm over my 5-minutes-of-Stack-during-tech-week quota, so I've got to go hit the sack. Have a good night, all!
 
Saying "This is wrong because" is still "This is wrong." It's an invitation to argument, not a suggestion for improvement: as you can see in this case, where the answer didn't get edited to be better, it just got a string of comments arguing about it.
 
Ben
2:06 AM
True
 
Fair enough. At the very least, since that comment, the poster made some mention to the counter-argument in his post which originally said something along the lines of this is the only way to interpret it.
 
This is also part of our push to make the Stack a welcoming place.
"You can make your content better" is a LOT more friendly than "Your content is bad," and leads to keeping folks around contributing good content.
 
I didn't think "I disagree" was as hostile as "Your content is bad" :S
 
It has the same effect: it's not actionable.
You disagree. Great. Now what?
When I receive that kind of comment, it's just a stick in the eye: "Hey, I don't like what you wrote. Thought you ought to know." You can downvote for that.
As a personal rule of thumb for myself, if I can't include the phrase fragment "please [edit] your post to" in a comment, I try to re-examine what I'm saying and whether it should be a comment (or needs to be said at all anywhere).
 
@BESW But then aren't comments that explain why they -1'd expected?
 
2:14 AM
Oh goodness no.
 
I don't go around being like "I gave this a -1" or anything
 
@BESW I'm kinda surprised some of my really early comments have not gone away (at least last I checked anyway)
 
If explaining your reason for a downvote won't result in someone being able to improve the thing you downvote, then what's the point?
 
Ben
Interpretation is one thing, and fact is another. For example, if one person says that "It works this way", and it is a commonly known fact that this is wrong, then that's one thing, and is likely able to be summed up in a downvote, with a possible explanation as to why. If it's something that can interpreted one way or another, that's a different story, and probably again, shouldn't be argued in the comments.
 
I mean, in the general case, addressing the counter-argument in the answer could definitely improve an answer.
 
2:16 AM
There are dozens of discussions about comments explaining downvotes, all across the Stack Exchange. Some Stacks like them, but the official Stack Overlord policy is that if a downvote explanation isn't actionable then it's not useful.
 
In this case, it was addressed to some degree.
 
@Axoren So, your original concern about a comment being moved to chat has its answer: the comment was seen and the user addressed it, so the comment filled its function and doesn't need to be preserved further.
 
That's one thing that kind of bugs me, but I guess it's something I'll have to get used to.
Comments carry information. Here they only serve to push for changes to an answer or question.
But for archival purposes, there is a lot lost at times.
 
The site's focus is on questions and answers. Comments in the Stack exchange exist to support questions and answers. Useful information in comments should be moved to posts where they can be searched for.
 
Moving comments to chat is better than deleting them for this purpose, so there's that
 
2:20 AM
There's no point in preserving information in comments because the information can't be found there anyway.
 
I guess information was a poor choice of word, but Context seems better.
When a Question or Answer is seen, it lacks context unless the poster edits their post to include it.
Information makes it sound like a answer-in-the-comments situation
 
What context do you find to be lacking in a Q/A that would be preserved in comments?
 
Interpretation of an answer, for one.
 
...meaning?
Shouldn't an answer have its interpretation baked into it, because answers aren't supposed to leave connecting the dots as an exercise for the reader?
 
Ben
An answer is a direct response to a question? That is the context?
 
2:24 AM
For example, if a user asks in the comments* "Does this also apply to X?"

Does that really warrant another question if it's closely relevant to the Question and Answer?
Asks in the comments*
 
Ben
Like... "42" makes no sense because the question doesn't exist
 
@Axoren Yes, because nobody else with that question can find it if it's stuck in the comments.
 
@Axoren Not always. There are many constructive comments like "This answer would be improved if it also addressed X,Y,Z"
 
It needs to either get added to the answer (I've done that, when comments ask for an obvious extrapolation) or made into a new question.
 
But if the comment itself is a question, and it's answered by another comment, then yeah what @BESW said is more applicable. The site goal is to build a repository of questions and answers, and we don't have a system for searching for specific comments
 
2:26 AM
Under no circumstances is it useful to keep that in the comments, because the point of the Stack is to become a searchable, sortable repository of solutions for future users with similar problems.
 
Ben
Ok... sidenote - this is the second time I've seen this: a comment responding to another comment, without the tag
Wait... nvm
 
The tag is coming from inside the comment!
 
Ben
Comments are always intended to be tmeporary
 
@BESW Is it proper to edit someone else's answer for things other than resolving minor issues? I didn't think you could change the answer's core content like that.
Usually just "their link's broken" or "they misspelled something."
 
There's a lot of space between "editing for minor issues" and "changing the answer."
 
Ben
2:31 AM
If it conflicts with the original content of the answer, then yes, your edit will likely be reverted
 
The reason not to change an answer's core content is not because it's not yours, but because it messes with the voting--votes stop being for the solution they were voting for, so the quality sorting messes up.
But improving an answer without changing its core content--by adding information and examples, clarifying confusing parts, that sort of thing--is totally fine.
 
Ben
This answer would be an example
 
> Edits are expected to be substantial and to leave the post better than you found it. Common reasons for edits include:
- To fix grammar and spelling mistakes
- To clarify the meaning of the post (without changing that meaning)
- To include additional information only found in comments, so all of the information relevant to the post is contained in one place
- To correct minor mistakes or add updates as the post ages
- To add related resources or hyperlinks
 
Ben
The content of the answer is technically "wrong", since Packet loss does not affect connection speeds.
 
@Ben What is that post an example of? All of the edits I see are from the posting-users.
Is that an example of "Wrong answers are allowed to exist?"
 
Ben
2:35 AM
An example of a post that is wrong. This is not an interpretation thing, the answer is wrong. However, I have not edited the answer to reflect this, rather I have commented to point out the mistake.
This is the exception to the rule - because this example is binary.
I think at this point though I might have to bow out. I'm confusing myself, and am lagging behind a little bit due to distractions.
 
You're confusing me, too.
I'm going to have to go with BESW's actionable philosophy, then.
 
There are exceptions. Comments are weird.
But broadly speaking, if it's not going to lead to an action, a comment should get re-examined to be sure it's still a good comment in the Stack Exchange context.
 
At the very least, the take away is that in general, comments need to be integrated into answers or represent some discrete actionable effect.
 
Yeah. Useful information needs to get moved into a place where it can be searched and sorted.
 
Would something like this be a good comment or a bad comment? rpg.stackexchange.com/questions/71432/…
Not explicitly, but it does present an improvement to the answer.
(Remove the wrong spells from the answer)
 
2:45 AM
 
Yeah seems okay. I don't know what is the protocol about how long to wait between suggesting a correction and then correcting it yourself
 
Do you see how it's a "You're wrong" post, but it presents important information that conflicts with an answer?
In this case, it's a little more concrete and only affects a piece of the answer.
 
It's not bad. You could've instead edited in a parenthetic at the end of that paragraph saying something like (These are not Paladin spells so you'll have to put in some work in order to have access to them).
 
But I'm pretty sure these comments are plentiful in the depths of the site.
 
And, yes, there are a LOT of actions in the site which don't adhere to strict policy or best practices.
That doesn't change policy or best practices.
 
2:47 AM
If I were to go back in time to before that comment, should I post that comment by best practices?
I disagree with the parenthetic suggestion you made because that would bring it out of scope.
 
Ben
@Axoren I would honestly post an answer, rather than a comment.
 
@KorvinStarmast I'm a bit surprised you remember the color of my icon; I'm not sure I'd know it off the top of my head.
 
Part of what makes the Stack work is that it's full of "parties who might never agree with one another, but who share the common goal of building informative Q&A communities." Truth emerges from the respectful clash of differing opinions.
 
@Ben "Lead Blades is not a valid spell for Unsanctioned Knowledge" does not seem like a good answer to "What spells should I pick for Unsanctioned Knowledge?"
 
Ben
@Axoren Obviously. Lol. I mean post an answer that provides a solution based on your interpretation. That is of course if it is different enough to the existing answers
 
2:53 AM
This is the context/interpretation thing that I was trying to get at earlier. It just often feels really inappropriate to make an answer to cover an important topic relating to an answer and the reader who will be reading the answer.
 
@Ben In this case, the existing answer is broadly correct but has a small part which needs elaboration or removal, but could be elaborated or removed without changing the rest of the answer at all.
 
There's little bit-sized details that should be tagged along with an answer/question.
 
And yes, it's inappropriate to make an answer that refers to another answer--not least because the original answer might disappear for an unrelated reason. Every answer should stand on its own as a solution to the question.
 
I'll cede to your argument BESW that if it can't be integrated into the answer or question that it doesn't really work in favor of SE's goals
But sometimes, answers don't standalone
And it doesn't seem proper to post a counter-answer or edit it into the post
But by the same token, comments don't standalone either, if they do then they're an answer/question.
 
3:11 AM
@Frank Hi!
 
 
2 hours later…
4:48 AM
urrrgh anybody familiar with roll queries in roll20?
 
Explain?
I use Roll20 rather regularly but never heard the term
You mean when it prompts you?
 
Yeah. I'm designing a macro that uses selected, target, and query variables, and I think I'm running into an order of operations problem.
The intended effect of the macro is, you select a token on the board and press the "attack" macro button to have the selected token make an attack.
It prompts you for your target (click on the target's token on the board) and the defense being targeted (from a drop-down menu; that's the ROLL QUERY).
Then it checks your selected token's inventory for its weapon stats and spits out a &{template:dnd4epower} box in chat that tells you the name of the weapon and who made the attack, who the attack is against, what was rolled, what the target defense was, what the target defense value was, and what the damage is.
I've got two problems. One is that I can figure out how to call the inventory description slot; I've got the code for that but it just throws error messages.
The other is that I can't figure out how to... I'm not sure the terminology.
I want it to ask the user "AC/Fort/Ref/Will?" in a dropdown box. I can get it to do that.
 
All I know how to do is force a roll on the sidebar
 
But then I want to use that info to print in the chat "21 AC."
I can get that one dropdown box to print "21" (the target's AC value) or "AC" (the text value chosen) but I can't get it to do both with one drop-down.
I figure there's gotta be a way to call the query result inside an attribute call but I can't figure out how.
So I guess my question is, how can I make this work:
> ?{Defense|AC|Fort|Ref|Will} @{target|Defense}
Context:
 {{attack=[[ 1d20 + [[ @{selected|weapon-1-attack} ]] ]] vs **@{target|character_name}'s ?{Defense|AC|Fort|Ref|Will} @{target|Defense}** }}
 
This is a nesting thing.
Roll20's system doesn't allow for variable names as first-class citizens
Which means you can use the value of a variable as a name.
 
5:00 AM
Obviously.
But it's clear what effect I want, so I'm using the wrong code to show my goal.
I'm thinking maybe there's a way to call a query's label rather than its value?
[shrug] There's gotta be a work-around here somewhere.
 
Target's Defenses @{target|AC} @{target|Fort} @{target|Reflex} @{target|Will}
[[1d20+4]] vs. @{target|name}'s ?{Defense|AC|Fort|Reflex|Will}
Try that?
Unfortunately, you won't get something clean
There is no way to do this in their system.
Just show all the defenses.
 
M'rr.
Any idea about why I can't get @{repeating_inventory_0_inventory-desc} to call properly?
 
@{target|repeating_inventory_0_inventory-desc} ?
@{selected|repeating_inventory_0_inventory-desc} ?
I don't know what sheet you're using. 4e?
 
Yeah, it's 4e. Hence &{template:dnd4epower}.
 
While I know the system, I'm not familiar with the sheet itself on Roll20
Without specifying a target/selected, it doesn't reference a character
Attributes only belong to characters and aren't global
 
5:14 AM
Yes, thank you. I'm on top of that.
 
Then what's not working?
Do you have an exact query?
 
It just spits back "No attribute was found for @{selected|repeating_inventory_0_inventory-desc}"
Ditto target.
It'll ask me for the target, and give me an error if I try to do it without a token selected.
 
Does the token have an Attribute for that?
repeating_inventory_0_inventory-desc?
 
But then it'll give me "no attribute found" and spit out "selected|repeating_inventory_0_inventory-desc" in the text.
Yes.
The token's associated with the sheet (shift-double-clicking opens the sheet).
 
I just make a sheet in a new 4e game. While the sheet exists, I've only modified a few fields. This is for a squirrel wielding a Nut as a weapon.
 
5:19 AM
Lol
 
Only the fields that are modified from default exist.
Which is a weird default state for a roll20 token
More Information
Link: Roll20 Wiki: DnD4e Character Sheet
Using the above sheet^
Are you using the same one?
 
Aye.
 
What is the repeating_inventory_0_inventory-desc supposed to correspond to?
Trying to find it now
Found the culprit?
 
Character Sheet > Inventory tab > scroll down to Inventory.
 
Apparently, it doesn't add inventory content to the Attributes tab
 
5:22 AM
 
@BESW check the Attribute tab
Modifying those doesn't produce an Attribute
 
I did, and I see what you mean.
 
The inventory is stored, but not treated as attributes.
Not sure how they're distinguished
 
The Roll20 Wiki for the 4e character sheet offers attribute names to call them.
And it discusses how they're weird because it's a repeating fieldset, but I don't know enough to know if that's informative to this problem.
 
Maybe because they're a repeating fieldset, the underlying system is bugged for them?
Or there's some missing code for properly adding them to the attribute list.
 
5:25 AM
That puts a bit of a bork in my plans. Grr.
 
I'd submit a bug report and demand they work through the night to get this fixed by your next game
Roll20 seriously needs modding support
To the point where my friends and I are thinking of building an entire competing platform from scratch to enterprise
 
I'm trying to help @trogdor with his GMing by making a single button he can use for all his NPC's basic attacks.
 
And using it within our group until it's good enough to sell/publish+donations
 
Part of this includes being able to easily add the on-hit effects of those attacks and customize them per NPC without additional macros.
The most obvious solution was to call the inventory description slot.
(All he should have to do is fill in the ability/defense stats and weapon info and BAM magical character automation.)
Well then, I've just got one last pipe dream for this macro, which is figuring out how to use this save code to turn the attack red or green if it hits or misses:
[[1d20cs>10cf<9]]
 
5:51 AM
@BESW I'm running Eyes of the Stone Thief again. The party has picked up a spirit of mischief, currently bound to a stone. They promised to find it a new home, but plan to dump it in nearest sea. Sunken Sea, to be exact. The one with Swordapus. This can only go right.
 
Oh dear.
 
I don't know what that thing is, but yes
 
It's the imp from the film Strange Magic.
 
It's really adorable for an imp
 
6:25 AM
Okay.
I think a friend and I have just found the dumbest 5e build possible.
25% crit chance Elf Rogue.
Get enough levels in Fighter (Champion) for 19 to 20 Threat Range.
Rest of the levels in Rogue.
Either Arcane Trickster or dip into Wizard for a Familiar
Elven Accuracy turns advantage into double advantage.
Your familiar can take the help action every time you attack to get advantage, so you're always sneak attacking unless you're hit with disadvantage.
This amounts to a 3d20dl2 (best 1 of 3 d20s) whenever you roll an attack, which has a chance to crit of 27%.
Since crits are autohits, this means you have a minimum chance to hit of 27% instead of 5%.
 
Critical rolls are not automatic hits.
Natural 20s are automatic hits, which are called critical hits.
13
A: Is a roll a critical hit if it isn't a natural 20 but modifiers make it a 20?

MalaNo. As described here in the official 5e (basic) rules: If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit, which is explained later in this chapter.

 
Doesn't that conflict with this?
https://www.sageadvice.eu/2015/12/21/are-fighter-champion-improved-critical-hits-like-a-normal-20/
Seems like that question could use a new answer.
Actually, that's in regards to roll totals, @BESW
Not in regards to natural rolls.
 
6:41 AM
(a) You have opened the Jeremey Crawford Can Of Worms, consume at your own peril.
(b) "regardless of any modifiers"
(c) From a design point of view, having expanded critical features also increase hit chance is a deeply flawed choice in a bounded system, devaluing other options that increase only hit or damage.
 
This is what the rolls for such a character would look like. https://i.imgur.com/Kveu4qT.png

Greens are Critical hits, Normals are normal hits that were close and probably still hit, Reds indicate that the roll was less than 15.
It's absolutely beautiful.
Superior Critical at Level 15 is something I'm gonna check out now.
Nearly 40% chance to crit every turn.
So, the difference between 3rd level Champion and 15th level champion, is 12ish% chance to auto-hit.
That's 12 levels of Rogue, so I think it's better to just stay as a Rogue for 17 levels once you've gotten 3rd level Champion
Since the damage of the weapon and the attack bonus of the character don't really matter, this could literally be on any Champion 3/X
So, a Champion 3/Rogue X under the effects of Haste is expected to get 3 attacks in, each with a 25% chance to crit. That's nearly 100% (roughly 98%) chance to crit each turn.
 
That's... not how probability works.
Unless of course my brain is fried.
 
p = 25%, N = 3, Binomial Distribution (at least 1 success in N trials)
True p is closer to p = 27%, but that change remains within 1% error
 
I'm getting about 57% chance of at least one crit
 
I think I might have done the math wrong.
 
6:57 AM
Don't remember formal notation anymore, but. 0.75 chance of one attack NOT resulting in a crit. 0.75^3 = 0.42ish chance of no attacks resulting in a crit.
 
The chance of getting one success in one trial is 25%, so the chance of not succeeding is 75%. The chance of getting at least one crit is the complement of the chance of failing every chance to hit, so it's 1 - (75%)^5.
I did 1 - (25%)^5 found my mistake
Still, that's pretty good.
Also, I'm digging that that's a built-in, @BESW
 
Wolfram alpha is pretty amazing, I double checked my numbers with "25% success chance, 3 trials, chances of at least one success?" and it understood me.
 
60% chance to not only hit, but CRIT at least once a round is extraordinary.
Especially regardless of stats
There are times when it fails in it's similarity matching algorithm and it gives you something either completely different ("You want to know the capital of Guam?") or it fails to identify the proper techniques for simplifying and evaluating a query.
 
That's why you always do a gut check no matter who's doing the math--including yourself.
 
M'rr. When the Tips for Game Set Up say "For Macros / Init (5) / Atk (6) / Dmg (1d6+5)," where is that supposed to be entered?
 
@BESW in the attributes section?
Okay, so going Arcane Trickster Rogue to have advantage isn't very useful as the familiar can be consistently killed when used in this way.
Champion 3/Barbarian 2/Rogue 15, though losing 2 levels to get Reckless Attack means not taking 2 turns in the first round of combat as a Thief, so I don't really know what archtype works best for this combination
 
7:49 AM
DnD 4e has a rule where a natural 20 is only a crit if the attack would've hit anyway. But that wouldn't be a relevant rule in 5e, because the Ac scaling is wildly different.
 
Just a little bit of looking into what exactly the expected DPR would be for the different variations of the build: anydice.com/program/ff21
This assumes that the party strikers are under the effects of Haste at level 20.
 

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