Monday, July 7, 2014

You Are Disadvantaged, What are the Odds?

5th edition D&D uses an Advantage/Disadvantage method of altering rolls when situation are favored or unfavored towards a character. If you are disadvantaged yuo roll 2d20 and take the lower: what are the odds?



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Chance of rolling a
1= 39/400
2= 37/400 
3= 35/400 
4= 33/400
5= 31/400
6=29/400
7=27/400
8=25/400
9=23/400
10=21/400
11=19/400
12=17/400
13=15/400
14=13/400
15= 11/400
16=9/400
17= 7/400
18=5/400
19=3/400
20=1/400

So your chance of rolling a 10 or higher on 2d20 taking the lowest is  30.25%

You have a 9.75% chance of rolling a 1 but only a 0.25% chance of rolling a 20.

The average roll will be 7.175   or slightly lower then 1d20-3 (but with  a small chance of rolling 18 or higher). Hmmm... roughly -3, not too bad.

May all your saving throws be at an advantage.

2 comments:

  1. I use a more straight forward (and less prone to player duplicity) method to simulate a disadvantaged, stunned, hampered or severely wounded character …

    Roll an exploding* d12 not d20 for all attacks, saves and skill throws.
    This is effectively a -3 penalty, but still allows extreme success when the adrenaline and the gods are activated.
    . ..
    *If and only if the natural die roll is a natural ‘12’
    THEN keep the ‘12’ and add another roll of the dodecahedron for your final result.
    ..
    “I was pursued with imprecations, arrows, and rifle balls. The fact that it is difficult to aim anything but imprecations accurately by moonlight, that they were upset by the sudden and unexpected manner of my advent, and that I was a rather rapidly moving target saved me from the various deadly projectiles of the enemy and permitted me to reach the shadows of the surrounding peaks before an orderly pursuit could be organized.”

    Edgar Rice Burroughs, Princess of Mars, Ch. 1

    ReplyDelete
    Replies
    1. The exploding d12 looks a like a good way to cut the odds but still provide chance for disadvantaged folks to get in a good shot.

      For ranged combat in my current campaign it's d20 for short effective range, d16 for long and d12 for extreme range. Low competence attackers have little chance of random success but more capable attackers still do pretty well against easy targets. I don't use exploding dice but the idea is worth exploring.

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