D&D 5E Darksun times of change[Oc]closed]


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I'll roll some stats.

Reroll ones and twos, right?

_: 4D6.HIGH(3) = [2, 1, 2, 2] = 6
4D6.HIGH(3) = [3, 5, 5, 2] = 13
4D6.HIGH(3) = [4, 3, 4, 2] = 11
4D6.HIGH(3) = [3, 1, 5, 4] = 12
4D6.HIGH(3) = [3, 5, 5, 5] = 15
4D6.HIGH(3) = [5, 6, 6, 3] = 17


So that first roll needs to be completely rerolled and I need a d6 for each of three others.
_: 4D6.HIGH(3) = [1, 1, 3, 6] = 10

_: 1D6 = [2] = 2
1D6 = [1] = 1
1D6 = [6] = 6


Wait, so do you KEEP rerolling ones and twos, or just the first time you get 'em?
'cause that either means I've got 10,13,11,15,15,17

or I need to roll a few more times.

_: 1D6 = [1] = 1
1D6 = [4] = 4
1D6 = [6] = 6
1D6 = [2] = 2


_: 1D6 = [3] = 3
1D6 = [6] = 6


So if it's reroll until you've got no ones and twos, I've got (in order of the rolls) 13,16,14,15,15,17

Which is pretty crazy in my mind, but this IS Dark Sun.

Let me know which I should keep!
 

Hmm... now I notice that your Doc says "reroll ones and twos" but no-one else seems to have done it.

I'm okay with the very first group, if that's what you want!

Edit: Has anyone called Dibs on a Mul Gladiator yet? I could go there.
 








OK then in order of re-rolls (1 in group #2, 1 and 2 in group #3, 1 and 1 in group #4, 1 in group #5 and 1 in group #6) so 5 re-rolls...

Re-rolls: 1D6 = [3] = 3
1D6 = [2] = 2
1D6 = [2] = 2
1D6 = [1] = 1
1D6 = [6] = 6


So for group #2 no difference, group 3 no different, group 4, no difference, group 5 no difference, group 6 chance the 13 to a 16. Not bad overall I guess :D
 

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