## probability distributions – Averaging dice rolls

Dice are commonly rolled in Dungeons and Dragons to decide the outcome of events. One such case is in combat. First, you roll 1d20 (one 20-sided die) to determine wether your attack hits (attack roll). The attack hits if the value of the attack roll is $$ge n$$, with $$n$$ depending on the stats of you and your opponent. Then you do a damage roll to determine the damage dealt by your weapon, with the dice you roll depending on the weapon. The question is, how does the average damage dealt depend on $$n$$? What if I have two weapons, where I would need to roll 2d20, to see if either hit?

In summary:

1. Roll 1d20 per weapon (1 or 2)
2. If the value of the roll is $$ge n$$, the weapon hits
3. For each weapon that hits, roll 1d$$m$$, where $$m$$ depends on the weapon
4. Deal damage equal to the value of that roll

For a weapon dealing 1d$$m$$ damage, what is the average damage dealt when the attack roll needs to be $$ge n$$? What if you have two weapons? Assume both weapons have the same $$m$$ value.

I know the raw average of a $$p$$d$$q$$ roll is $$p*(q+1)/2$$ (normally distributed), but I don’t know how the first 1d20 roll affects that, given that it effectively causes the damage roll to be 0, thus skewing the distribution.

## How to model opposed rolls in Anydice?

I’ve seen there are quite a lot of brilliant people on this board answering questions about Anydice.
I am hoping somebody will be kind enough to answer this one too.

I want to use anydice to figure out the probability of success with opposing dice rolls. For example, 1d6+1d8 (test roll) vs 1d10+1d4 (challenge roll). The challenge roll determines the target number. If the test roll meets or exceeds the challenge roll, the attempt succeeds.

How do I set that up in Anydice?

## For anydice.com, is there a way to set a total number for three rolls?

Good Morning:

First, forgive me. I am very, very new to writing code. I am trying to do a simulation of three dice rolls, ranging from 1-12 where I set the limit of how much the total of all three rolls can be. Meaning, I want to limit the total that any set of three rolls can give me to 12. So, if the first roll is a 4 and the second is a 2, then the max of the third roll can be is a 6. I have the dice weighted according to the percentages I need. I just have no idea how to do the language to limit the total.

Here’s what I have thus far:

W: {
1:12,
2:14,
3:18,
4:18,
5:17,
6:8,
7:8,
8:1,
9:1,
10:1,
11:1,
12:1
}
output dW

Any help would be GREATLY appreciated!

## spells – How do short-duration buffs work when used to buff rolls for longer-duration actions?

If we look at the description for skills, we can see the following line:

Action: The type of action using the skill requires, or the amount of time required for a check.

When you make a skill check, you’re making a single roll over that period of time. Not just at the start or the end. Therefore, the buff would need to last for the duration of the action required to make the skill check.

## dnd 5e – Is it possible to use athletics [or other skills] for/with attack/damage rolls?

Grappling and Shoving are the only RAW ways to attack with Athletics( or any skill)

Grappling
When you want to grab a creature or wrestle with it, you can
use the Attack action to make a special melee attack, a grapple. If
you’re able to make multiple attacks with the Attack action, this
attack replaces one of them.

The target of your grapple must be no more than one size larger than
you and must be within your reach. Using at least one free hand, you
try to seize the target by making a grapple check instead of an attack
roll: a Strength (Athletics) check contested by the target’s Strength
(Athletics) or Dexterity (Acrobatics) check (the target chooses the
ability to use). You succeed automatically if the target is
incapacitated. If you succeed, you subject the target to the grappled
condition. The condition specifies the things that end it, and you can
release the target whenever you like (no action required).

Escaping a Grapple. A grappled creature can use its action to escape.
To do so, it must succeed on a Strength (Athletics) or Dexterity
(Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the
grappled creature with you, but your speed is halved, unless the
creature is two or more sizes smaller than you.

Shoving a Creature Using the Attack action, you can make a special
melee attack to shove a creature, either to knock it prone or push it
away from you. If you’re able to make multiple attacks with the Attack
action, this attack replaces one of them.

The target must be no more than one size larger than you and must be
within your reach. Instead of making an attack roll, you make a
Strength (Athletics) check contested by the target’s Strength
(Athletics) or Dexterity (Acrobatics) check (the target chooses the
ability to use). You succeed automatically if the target is
incapacitated. If you succeed, you either knock the target prone or
push it 5 feet away from you.

## dnd 5e – For spells with multiple attack rolls, what happens if there are no targets left?

Xanathar’s Guide to Everything gives the following optional rule (p. 86)

If you cast a spell on someone or something that can’t be affected by the spell, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn’t attempt one (giving no hint that the creature is in fact an invalid target). Otherwise, you perceive that the spell did nothing to the target.

This rule was designed for dealing with illusions, humanoid looking monstrosities and other circumstances where the player might believe the target was valid. It does suggest, however, that a character can choose to target an invalid target but the spell will not have any effect on the target.

This means that any excess attacks from a spell can be willfully directed at any invalid target without risking any damage to teammates or, if objects are invalid, property.

This answer goes into greater depth on the targeting of invalid targets

## Your friend is right, especially

I take on a Zariel Tiefling.

Foundry blackjack on his quarterstaff he changes his damage to 1d8 and allows him to use CHA for attack and damage.

Foundry scorching blow At the second level it means that the next melee weapon hit adds 2d6 fire damage (not 1d6 as in the question) to the initial hit, and the target takes 1d6 damage each turn until it saves or extinguishes fire. There's usually no CHA mod here, but the Heavenly Warlock has the Radiant Soul feature, which adds the spellcasting mod to a damage roll, therefore the initial hit (not subsequent rolls) is 2d6 + cha mod.

Throwing a green flame blade at level 6 requires you to make a melee attack with a weapon. If you hit, this will do 1d8 + CHA mod blunt damage (weapon) + 2d6 fire damage (scorching wound) + 1d8 + CHA mod damage fire (green flame blade, normally no CHA mod here, but Radiant Soul applies again, since it's a second spell.) A second target takes 1d8 + CHA fire damage mod (green flame blade).

Total damage: 2d8 + 2d6 + 9 to the first target and 1d8 + 3 to the second target.

You can move the Radiant Soul CHA mod at the launch of the green flame blade, causing the damage to be 2d8 + 2d6 + 6 and 1d8 + 6.

Thank you @Clarus_Nox for pointing out the Radiant Soul feature that I had missed. Without that note, my answer was wrong.

## dnd 5e – Can you add your same modifier to damage rolls multiple times if they come from different instances?

A friend of mine wants to do a specific build and, to my knowledge, he can't apply a modifier multiple times like this. Can anyone confirm if this is a RAW legal tactic?

Script:
Lv 6 Heavenly Warlock Tiefling, Assuming 16 Charisma

Throw shillelagh to make personal 1d8 + cha [source: pacto del tome]

Then he throws a scorching blow for 1d6 + cha [source: teifling]

Then attack green flame blade for another 1d8 + cha

A single hit would be 2d8 + 1d6 + 9

Do all of these charisma modifier instances stack like this?

## Yes, but …

Let's see the relevant rules. (Featured added).

DISTRACTED: Hero subtracts 2 from all Trait rolls until the end of your next turn.

AND

Bleeding: The injured character is dying and must make a vigor roll. at the beginning of your turn. Failure means that it perishes. Successfully survive but must roll again next turn (or every minute if not in combat). At an increase, it stabilizes and no further runs are required.

(It's worth noting that if Distracted is caused by some situational rules, especially Grappling, then the end condition changes dramatically. But that's mostly irrelevant to the main question, so I won't mention it again.)

If a character is distracted and ends up bleeding, then the distracted penalty still applies For that First roll. The bleeding roll occurs at first the next turn, while Distracted does not expire until the end the next turn. HoweverIf the character manages to survive that first Bleed roll, Distracted disappears.

Other relevant rules:

• Allies can stabilize the character with a single heal roll (TN 4), as an action, on their own turns.
• The character still receives action cards. Partly to determine the turn order, and when in the round the character bleeds, but also because they still get all the benefits of a Joker. Including +2 to all Trait rolls.
• Successful magic healing It also automatically stabilizes the character and eliminates disability caused by wounds.

## dnd 5e: Does a Champion fighter automatically hit someone wearing Adamantine armor if he rolls a 19 (or 18 at higher levels) on the attack roll?

At the point where the adamantine armor effect comes into play, the user has already been hit. Features and effects do what they say they do, and adamantine armor doesn't provide a way to turn a hit into a glitch.

## Critical hits were improved with a roll of 19.

The characteristic indicates that it shoots an attack of 19 blows.

… your weapons attack write down a critical hit in a roll of 19 or 20.

Turns out it's a critical hit that has other implications, but the important part is a 19-hit roll for a fighter with an improved crit.
There is no mention of AC or other modifiers affecting this feature. It is a success.

## Adamantine armor eliminates criticality in one hit.

Adamantine armor mitigates the later implications of hit criticality. Usually this is the bonus damage die, but there are other features that operate on a critical hit that this armor also mitigates.

none critical hitting you becomes a normal hit.

The armor turns a blow into a blow. There is no implication that a hit can be converted to a miss. A hit becomes a different type of hit.

## It is not by virtue of being critical that the attack hits.

Player & # 39; s Handbook p.196 describes the impact of a critical hit consisting of rolling extra damage dice. Nothing to be critical guarantees the blow.

### Rolling a 20 is what guarantees the hit.

The PHB section in Rolling 1 or 20 does not affect Critical Improved. Section (p.194) establishes a roll of 20 strokes. It includes additional clarifications to avoid any confusion that may arise when trying to figure in attack modifiers or AC:

If the d20 roll for an attack is 20, the attack hits regardless of the target's mods or AC.

It's a useful additional explanation to make it crystal clear, but the statement still stands. On an attack roll of 20, the attack hits. This is the same claim that improved critics make a 19 roll. On a 19 roll, the attack hits.

## Sample tour

1. Alice, a fighter with improved critics, attacks Bob with her long sword and rolls a 19.
2. DM indicates this is a critical hit.
3. Bob wears adamantine plate armor, which changes the hit from a critical to a normal one.
4. Alice rolls normal damage.

It is important to note that in step 2 no CA calculation was performed. Without checking modifiers on the roll, like competition and strength. There is no need. Improved Criticism makes a 19 pitch per hit.