Is there any way to include dice rolls in the damage formula without using add-ons?

I wonder if there is any other form of add-ons to randomize into damage formulas. For example, if you have a skill that makes 1 to 1000 minus damage. (If there is a way, how should that formula be? I tried this: rand (1000) – b.def but it did not work).

development: How many rolls can be processed with ILFORD powder developers in several dilutions?

Your numbers sound correct.

When multiple rolls of film are used in a particular development run, Do not do Increase development times beyond what you expect to use if you make a single roll.

If the chemistry requires X minutes, then you must develop it for X minutes, whether you have a 1-roll tank with 1 roll of film, or a massive 10-reel tank loaded with 10 rolls of film. – The chemistry used to cover the rolls contains the volume of chemical products needed to develop that roll. [for the specified length of time], and the fact that there are other rolls in the same tank does not affect the time required.

Time adjustments should only be made if the chemistry is reused to take into account what has already been exhausted a bit from a previous development.

One important thing to remember with one-shot diluted development options is that they are excellent for consistency / reliability and ease of use. There are no additional steps to track, there are no adjustment times according to the previous use, etc. Mix your chemistry, pour the tank, develop as necessary for the combination of film and exposure.

  • Using one-shot 1: 1, you exchange a few rolls of capacity for the roll to be consistent.
  • Using 1: 3, win some rolls, but also increase the necessary development times.

There will also be subtle differences in the way your shadows and lights appear between different dilutions.

Personally I prefer to run alone with 1: 1 ID-11 [or Kodak’s D76 – They only differ in how they’re mixed for shipping.] For simplicity.


And a funny side note: if you ever switch to working in medium format, the Paterson tanks were designed for the longest film 220. If they are brave, they can load two rolls of 120 into a single roll by gluing them together. However, there is a risk that the rolls overlap and cause poor development, so it is something that must be used with great care.

neuroshima – How can I create an AnyDice function where I can pull 3d20 and then download the results of the individual rolls?

In the Neuroshima 3D20 system, ignore the highest score and use your ability to decrease the results on the remaining 2 dice, to match or below your characteristic value, such as agility. Each skill point can be used to lower any die roll; is a set of points that can be used to subtract from individual runs. For example, the skill at level 5 could be used to lower a matrix roll by 5, or a roll by 3 and the other by 2.

The test is passed when at least 2 of 3 dice are equal to or less than the characteristic.

Example:

{12, 11, 17} ability 3, characteristic 11 – ignore 17, lower the other two to 10 and 10, so it's a pass

{2, 18, 19} ability 5, characteristic 12 – ignoring 19, minor 18 to 13, however, remains an error, since one would need at most 12 on that die.

I tried to create a function on my own, with the skill level set to 1 to take a baby step, but nevertheless I failed.

Function: neuro {

SAYS: 3D20

MID: 2 @ DICE

LOW: 3 @ DICE

MID: MID-1

ROLL: [sort {LOW, MID}] 

result: 1 @ ROLL

} 

The result of this is 20 100% and I do not know why. It's probably because LOW Y MEDIUM They are "d" (dice) and ordering them is a little bad, I think?

Has anyone done something similar? How can I use AnyDice to model this function?

photos – Is it possible to combine the camera rolls of two different iPhone?

I have iPhone 7 and iPhone XS Max and both iPhones are in the same iCloud account, but they have different camera rolls.

Is there any way to copy all the photos of the iPhone 7 in my XS Max camera? It would be great if you could keep all the existing information and store it in chronological order.

Please note: I do not use the iCloud photos and I have no intention of paying them.

dnd 5e – Can an arcane attack increase the attack of spells or damage rolls?

Absolutely can!

A wonderful example of this is the Wand of the War Wizard, (p.212, DMG).

uncommon (+1), rare (+2) or very rare (+3)

While holding this wand, you gain a bonus to spell attack rolls determined by the rarity of the wand. Also, you ignore half of the cover when you make a spell attack.

There are multiple elements already incorporated in the game that give Focus more power than a traditional Focus would normally do.

Examples:
A Warlock (once he has taken the Enhanced Covenant Weapon feature) and the Bard Swords College can use their melee weapons as a focus to cast spells.

Clerics and paladins can use their shields as spell casters.

All of these elements can be magical in nature and potentially give advantages to your spell casts and / or attack / damage rolls.

While each class may have some kind of empowered focus or weapon / element that can be used as an approach, not everyone will grant spells, but many can. If you are looking for something more specific, I would recommend reading carefully the elements that are currently manufactured within 5E through D & D Beyond, or the main rule books that are available to you.

class – What are the Pathfinder classes that depend less on dice rolls?

Assume that a player has very bad luck (as in, most of the attack rolls result in failures, with a bad record of 1s that appears in the worst moments).

What are the classes that rely less on dice rolls to succeed?

Note: an example would be the fireball throwing magician: while the player would need to throw D6 damage, and the targets must throw a saving throw, the fireball always succeeds, and the damage is always a large amount of dice, minimizing the impact of a 1.

class – What are the Pathfinder classes that depend less on dice rolls?

Assume that a player has very bad luck (as in, most of the attack rolls result in failures, with a bad record of 1s that appears in the worst moments).

What are the classes that rely less on dice rolls to succeed?

Note: an example would be the fireball throwing magician: while the player would need to throw D6 damage, and the targets must throw a saving throw, the fireball always succeeds, and the damage is always a large amount of dice, minimizing the impact of a 1.

interface: the best compact way to indicate a range of possible outcomes determined by dice rolls?

I am currently adapting a board game in a video game. In the original rules, the dice rolls are indicated as # + #. The first number that indicates the number of dice to throw and the second that indicates what to add to the results. Then 3 + 2 means throwing 3 dice and adding 2 to the results. This made sense because it described what the player had to do to get the results and also vaguely the range of the results.

However, in the game the player is not responsible for the dice and really only cares about the possible results. In this case, does it make more sense simply to indicate a minimum and maximum result? The program behind this would use the same system of rolling dice as the board game, where each die represents a 50% chance of increasing the result by 1. In example 3 + 2 above, the game could show only the range of possible results that is 2-5.

Is the roll of hiding the dice now in favor of a simple range easier to understand and more relevant in the video game? Or is it that showing the underlying dice roll is more informative and authentic for the original game that is being adapted? Or is there a clear way to indicate the range of results prominently and also the underlying dice roll subtly?

dnd 5e – How many damage rolls do you do for the Prismatic Spray spell?

You must roll the damage once for each beam.

Chapter 9: Combat at Player's manual (and the Combat section of the Basic Rules) has the following rule under the heading "Damage Rolls" (emphasis from the original source):

If a spell or other effect does damage to more than one goal at the same time, roll the damage once for all of them.

Use the examples of ball of fire Y strike of the flame, which are simple since they produce a unique effect that hits multiple targets. For other spells like water explosion Y magic missile If more than one beam, beam or projectile is produced, it is clear that damage is being dealt to each target separately, but in those cases, each beam or beam only hits one target (even if more than one of them hits the same target) .

Prismatic spray it is an unusual case, since the beams produced can potentially hit several targets; however, this will continue to occur "at the same time" for the purposes of the rules (that is, at the same time / action in which the rays are emitted), so it seems reasonable to throw damage once for each beam separately, that is, each target struck by the same beam uses the beam damage roller. (For greater ease at the table, I would roll all the affected targets to see what beam hits them. before rolling any damage.)

Prismatic wall It's simpler: each layer of the wall is a separate effect, so the damage is rolled separately for each layer. This happens in the turn of each creature, when they try to pass through the wall, so that the damage will be shot separately for each affected creature.

dnd 5e – How many rolls of damage would you do for the Prismatic Spray spell?

RAW is ambiguous, but the RAI must roll the damage once for each beam.

Chapter 9: Combat at Player's manual (and the Combat section of the Basic Rules) has the following rule under the heading "Damage Rolls" (emphasis from the original source):

If a spell or other effect does damage to more than one goal at the same time, roll the damage once for all of them.

Use the examples of ball of fire Y strike of the flame, which are simple since they produce a unique effect that hits multiple targets. For other spells like water explosion Y magic missile If more than one beam, beam or projectile is produced, it is clear that damage is being dealt to each target separately, but in those cases, each beam or beam only hits one target (even if more than one of them hits the same target) .

Prismatic spray it is an unusual case, since the beams produced can potentially hit several targets; however, this will continue to occur "at the same time" for the purposes of the rules (ie, at the same time the beams are emitted), so it seems reasonable to throw damage once for each beam separately, ie , each target hit by the same beam. Use the roll of beam damage. (For greater ease at the table, I would roll all the affected targets to see what beam hits them. before rolling any damage.)

Prismatic wall It's simpler: each layer of the wall is a separate effect, so the damage is rolled separately for each layer. This happens in the turn of each creature, when they try to pass through the wall, so that the damage will be shot separately for each affected creature.