I am thinking of designing a ttrpg, and as a dice rolling system I was thinking of a system where players roll a pool of d6s. Any roll that results in multiples of the same number is a success, and is more successful the more of the number rolled. To design the system fairly, I need to know proba...
In our 5e campaign, I'm playing an 8th-level Rogue (Arcane Trickster) with the Crossbow Expert feat, which (among other things) means I can shoot twice in one turn: once as a bonus action and once as an action. We're also using the alternative rules from TCoE, which means I can aim as a bonus act...
Here's the language for the Metamagic Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a diff...
Lots of online generators will gladly spit out hoards that are heavily inclined toward higher-denomination coins, gems, and other, highly-concentrated instruments of wealth; I want to go heavily into the mid-denomination coins for some treasure hoards, especially where mechanically and/or themati...
What I'm looking for is this: pools A and B roll Xd6 and Yd6, respectively. The result is determined as follows: The highest roll among all dice is rh, and the pool it comes from is Ph. The other pool is Pt, and the highest roll from that pool is rt. The magnitude of the result, R, is equal to...
I saw someone arguing recently that A) Barbarians should always RA. and B) Assuming A) is true ... then it's a waste of time for a Barbarian to try to boost their AC. I assume that the case for B) is supposed to be "since they've got advantage ... they're so likely to hit you that the AC boost is...
You have X charges left. Rolling a d6 equal or over the number of charges left depletes a charge. How many uses do you get out of a starting X charges? e.g. 1 charge, 1 use left. 2 charges, rolling 2 or more depletes a charge.
I think I'm having trouble understanding the way the coin economy works in Challenges, or maybe I'm missing something. COINS GENERATED ❍ Each losing Pool generates 1 Bonus Coin per die rolled regardless of Success. ❍ Each winning Pool generates a number of Bonus Coins equal to the total sum of a...
I'm preparing a clockwork soul sorcerer/lore bard for a high level one shot (17 lore/ 3 clockwork soul). The combination seems very versatile for a support character. One area of overlap between them is being able to use reactions to affect the results of opponent's roll. Both Restore Order and C...
Is this imbalanced for character generation? Roll 20d6, drop 2 lowest, assign groups of 3 dice for stats. Context: We have tried multiple character generation methods in our group and I have come up with a system (emphasis not on me inventing, might have read somewhere). I am okay at math, but no...
We want to port our old Vampire the Requiem game into V5. What would be a good analogue for the 9-again mechanic? Would it be more dice, would around 2 suffice, or is that already too much? Maybe the ability to add an extra success if successful?
The spell flesh to stone is a powerful way to eliminate a target. However, it calls for multiple saving throws, a complication which makes determining the chance of success or failure challenging. To quote, You attempt to turn one creature that you can see within range into stone. If the target'...
I recently picked up Dungeon Wordle from the Wordle Jam on itch.io, and I was really impressed... But the way the game 'randomises' what item you get for a given day, is based on the answer to the Wordle puzzle for that day. Given the table in the Dungeon Wordle pdf (which I won't reproduce here,...
I am tweaking my homebrew RPG and trying to determine various Damage Per Round through an Excel spreadsheet. Here are the details: A single players always roll d20 system where 20 is a auto hit and 1 is auto miss. There is no additional roll to damage. Weapons have static Damage and Rate of Fire...
I understand how to keep highest or lowest die every time: \ Keep highest \ output 1@2d6 + 1d6 output [highest 1 of 2d6] + 1d6 \ Keep lowest \ output 2@2d6 + 1d6 output [lowest 1 of 2d6] + 1d6 but how can I take lowest then highest? Something incorrect happens under the hood when I perform eith...
I'm trying to figure out how to create an odd dice curve - specifically, odd when plotting between an axis of average result versus amount of dice (so xd6 gets 3.5 for x=1, 7 for x=2 and so on). But, I can't figure out how (if?) anydice can let me control what the plot axis will be, or how to wor...
My goal it to model a system where you roll xd10 and get the sum of the highest result you got (so "6, 3, 5, 5" becomes 6 and "4, 4, 2, 4" becomes 12), and then see how each extra die increases the odds ("is an extra die more valuable when starting at 3d10 as opposed to when starting at 5d10?") I...
╔═════════════════════════════════════╤════════╤════════╤════════╤════════╤════════╤════════╤════════╗ ║ │ AC 0 │ AC 11 │ AC 13 │ AC 15 │ AC 18 │ AC 20 │ AC 25 ║ ╠═════════════════════════════════════╪════════╪════════╪════════╪════════╪════════╪════════╪════════╣ ║ Level 1 Hand Crossbow │ 12.700 │ 11.400 │ 10.100 │ 8.800 │ 6.850 │ 5.550 │ 2.300 ║ ║ Level 1 Hand Crossbow Adv │ 13.650 │ 13.390 │ 12.870 │ 12.090 │ 10.432 │ 9.002 │ 4.290 ║
So, I have a suspicion that a player in an online game is... being creative in the way they call their dice rolls. I play with them in several games, and in 2 games I have convinced the DM to enforce online rolling, but in the 3rd game that is unlikely to happen. Today I noted all their D20 dice ...
« first day (960 days earlier) ← previous day next day → last day (387 days later) »