@goodguy5 The language used is unclear if you give away your initial bet, as to whether it is part of the loses/winnings or not. Ie. do you get your initial money, + what you bet x 1.5 if you get 2 successes? Or just what you bet x 1.5?
The only Tier 1 characters that should ever attempt to gamble are Bards or Rogues, and ONLY if they have expertise + a maxed out ability score in 2 of the three necessary checks.
(Even Expertise in gaming dice won't cut it, since that caps out at +4 for a Tier 1 character)
@goodguy5 While I have no first hand experience with bookies, media suggest otherwise. I can think of many examples of bookies taking bets on credit, then having to rough up the better when they lose and can't/won't pay.
(I'm assuming a proficiency of +2, for Tier 1 characters)
But here's the trick: a Divination Wizard doesn't have to use their Portent. They might just try a regular roll if both their Portent rolls are bad.
So the question is: what strategy would said wizard apply? When do they decide their Portent rolls are bad enough that they'd rather just roll a regular check?
(I can run stats taking that into account once I decide what that strategy is)
The stats I already posted assume the wizard always uses their portent, come Tartarus† or high water.
> Because of that, I’m planning how to do the most damage as I can to defeat a very threatening and greedy party member so obviously being an Eldritch knight will probably help in this situation.
There's so much drama in this one line I can't even.
And I'm not sure how they figure going EK is the best way to optimize damage....
@MikeQ there's nothing wrong with that. Of course you aren't required to address every side-issue either.
But sometimes people act like its taboo to talk about something not explicitly asked by OP and that isn't really true. I feel like talking about it in this case is solving their actual issue. Basically the whole question is a large XY issue.
Of course it is a risk to tackle side issues both in terms of answer clarity and in terms of inviting disagreement about other parts of your answer beyond the core, but it is a plunge I usually take personally.
oh man, looking back through the eldritch Knight's questions, they've all (or at least all I saw) have just been about this on going campaign. Which is neat, imo
@goodguy5 Mine does as well, but it doesn't make it any less true. If it will never come up or be a problem, it isn't an issue and you should just not worry about it.
Alright, last bit of statistics. A Divination Wizard that discards portent results if their total (including the modifier) is not greater than or equal to 16:
If their goal is to disrupt the party and make their fellow players unhappy, then it's not my place to say "Don't, because I think it's wrong for you to do that"
@Xirema Are you assuming just a single set of rolls over all 5 days, where the diviner gets one set of portent rolls to use against them? or something else?
@MikeQ For another that is not what I would suggest saying in this case. In this case OP is saying: "There is a player being a jerk and making things not fun for us, I want to solve this by hitting him hard for a lot of damage. Will this rule do this thing?" To which the completest (IMO) answer would include "don't hit the other player because it won't fix your issue".
Just to be clear, I am not saying that anybody has to answer addressing the table issue (or perceived table issue) just that they can, and often I find those answers to be the best.
When you take a simple rules question and answer it, but then go deeper and help OP solve the bigger issue as well - that is a truly expert answer. And something I think makes an answer truly special when it is pulled off well.
@illustro I'm assuming the checks are on separate days, and the wizard doesn't get to choose which days they apply their rolls (i.e. if they low roll on Tuesday, and there's a check on Tuesday, they can't wait until they roll a 19 and 20 on Thursday)
@illustro Yes. If the highest portent roll (plus the associated modifier) is below a given threshold (16 in the table above) the wizard attempts a regular roll. If not, then they use the highest portent roll.
I think V2Blast is editing random questions, which pushes then to the top of the active queue, which encourages upvotes. Still not sure why the editing is happening.
@GreySage nah they don't look random to me. out of the 3 they edited this hour, two were active within a few hours of the edit. One was to edit the title properly according to the meta and the other to improve the tagging on a recently edited question.
The only one that might not have been advised is editing the tags on the old inactive question. Generally tag-only edits of old questions aren't really encouraged.
Hey everyone, so I have an age old question: How much do vampires need to drink? Im building a society ruled by vampires where the non vampires need to pay the blood tax, the society's way of keeping the vampires from hunting you and also lets the vampires feast without the hunt. The hunt is reserved for criminals and rebels, those who forfeit their protection by breaking the law
@illustro In all cases, I'm showing the average modifier. Having modifiers that are different from each other has a very small impact on the average return (1-2%).
So if you have a +3, +4, and +7, use the +4 row.
(alternatively, change strategies for each day, if you know ahead of time which rolls will be called for on each day)
@Xirema I could just say a pint a week is what every person is taxed but I figured I would figure out how much is needed, I'm also curious cause Ive had this question before for player characters that were vampires and no dm has ever given me a good answer. As a dm I never have allowed someone to start as a vamp and they never have been turned
@KDodge Yeah I think that if there isn't a lore-based answer (I have no idea but suspect there is not) then I think it is one of those things that just doesn't have a great answer besides "X, because that is the way my world works".
So when you have a really high modifier, that +20 threshold (bear in mind that those numbers include the modifier already) means you rolled something like a natural 3-8. If you only discard on rolls that low, you lose effectiveness.
Though, one could argue that the portent roll is essentially rolling your gambling check with advantage, then you have the option to use "forced" lucky afterwards.
Spoilers, subtract 2 from whatever answer you're about to give, because neither Rogues or Bards can gain Expertise in tools (other than Thieves Tools for Rogues).
Though the Warforged might be a weird case. They gain said expertise when using the tool integrated into their body. That's fine in normal situations, but how many casinos would let you use your own dice? ;)
I'm new to D&D. I currently have one character built: a human fighter. I've given him the Two-Weapon Fighting (TWF) fighting style, as it sits nicely with his character. I'm currently at Level 3, and intend to take the Dual Wielder feat at Level 4.
I note that past Level 5, TWF starts to fall b...
@GreySage Late response, but yeah, my edits of "old" questions are generally because they showed up on the front page due to a recent edit or other recent activity.
Does rolling back an edit also bump a thread? There's a truly minor (but incorrect) formatting edit made to an answer I made that's quite old at this point (no, not by you, @V2Blast :-P), and isn't worth the bump.
It's fine, it's an old UA answer that people probably aren't using much anymore since that UA's super out of date. Doesn't need the bump. Was just a thing where it looked off, then when V2 answered this I realised it definitely was.
@illustro Here, have some +1 Long swords that give you an extra +1 to attack every 4 levels (ie., they use your standard proficiency bonus, like all weapons you are proficient with).
I guess one of the reasons why I found Final Fantasies so hard to get in to was that I started with FFX, which is apparently very light on that kind of thing compared to the rest of the series
It also has very little permanently missable content which is also nice
I already took a nap today because I was feeling a bit ill
Naps rock
My favorite use for a 20-min nap is that it serves as a convenient "mood reset". Feeling down? Leave the mortal coil for 20 minutes and reroll your mood.
@kviiri I can't nap. If I nap for 20 minutes it doesn't help, if I nap for any longer than that I get groggy and feel like I have a fever until the next day.
Crawford says Artificer is still on track for a February UA release but due to weather and illness it might come right down to the wire and possibly release on the last day of the month. Also, UA dates are likely to be more flexible in the coming months.
So I'm new to the voting system and had a bit of a gaffe trying to zen after a bad comment found me on a bad day. Long story short, I down-voted good answers with the intent to undo the down-votes as a method of letting go of any ill feelings towards the user, only to find that votes got locked a...
Hey I am doing some homebrewing and would like some advice, anyone on?
I created a Water Elemental Ghost, basically a ghost that is tied to a water source similar to how Water Weirds work and the ghost is engulfed in a similar form of a Water Elemental. I have a druid in the party with the option of "Create or Destroy Water." and can destroy 10 gallons per 1st level spell slot cast.
After some math, there are 74.805 Gallons per 10ft cube (area a water elemental takes up) so this spell would deal 13.36% of its max HP which I set at 124 HP, so 16.57 damage per cast. However something didn't seem right. First off a Water elelmental isn't a literal 10ft cube so I have to adjust for space not used so lets say 34% is unused space the creature would have 49.37 Gallons of water and the spell would instead end up dealing 25.12 damage per cast.
I was thinking since this was a sentient creature having the spell have a spell save DC to whatever the caster normally uses, but im just bouncing an idea out here
@KDodge It's a lot of damage, but it also is a very specific circumstance. You could always lower the damage, assuming the druid thinks of using it at all.
Im just trying to find a way to make this fair to both sides, I don't want my players to feel im just trying to say f u idc, I like rewarding creativity and I can see this option being taken
@KDodge I don't see the problem. Just adjust the damage done to be something reasonable (more than a normal lvl 1 spell, but not excessive), forget trying to measure how many gallons of water is in the ghost, and reward creative thinking with extra damage.