Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
Making the most of a Halfling's Lucky feature
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blue" data-source="post: 7621431" data-attributes="member: 20564"><p>However, the obvious is a trap that will lead you astray.</p><p></p><p>We're not optimizing for number of times it comes into play. We're optimizing for the change it makes. The amout the boolean succeed/fail changes.</p><p></p><p>For example, if we hit on a 2+, our chance to miss diminishes twentyfold with lucky, since we go from 1/20 chance (a 1) to a 1/400 chance (a 1 then a 1). Getting four attacks instead of two won't make that kind of difference.</p><p></p><p>Same for advantage - advantage gives twice as many chances to roll, sure. But it also gives halves the number of times it matters. Say you have advantage and reroll 1. The other, because we're not rerolling, is from 2 to 19, which is an average of exactly 11. So that reroll won't increase the advantage roll 55% of the time - any reroll from 1 to 11. So twice as many times to trigger but only half the effect make Advantage NOT a big winner for in making lucky more effect, just in making it trigger more often which not the goal itself.</p><p></p><p>If you need more average numbers, like 60% chance to succeed, that's the places more attacks help. You go from a 40% chance of failure to a 35% + (5% * 40%) = 37% chance of failure. Yes, that 3% will make a difference over a large number of attacks, but it's not a dramatic chance. Say in 33 attacks the PC with lucky will have 1 more hit then the PC without it. Sure, reaching 33 swings sooner is nice, and any weapon wielder is happy with more attacks, but it's such a small change that Lucky isn't making a big difference over another character with the same number of attacks but without the Halfling's Lucky.</p></blockquote><p></p>
[QUOTE="Blue, post: 7621431, member: 20564"] However, the obvious is a trap that will lead you astray. We're not optimizing for number of times it comes into play. We're optimizing for the change it makes. The amout the boolean succeed/fail changes. For example, if we hit on a 2+, our chance to miss diminishes twentyfold with lucky, since we go from 1/20 chance (a 1) to a 1/400 chance (a 1 then a 1). Getting four attacks instead of two won't make that kind of difference. Same for advantage - advantage gives twice as many chances to roll, sure. But it also gives halves the number of times it matters. Say you have advantage and reroll 1. The other, because we're not rerolling, is from 2 to 19, which is an average of exactly 11. So that reroll won't increase the advantage roll 55% of the time - any reroll from 1 to 11. So twice as many times to trigger but only half the effect make Advantage NOT a big winner for in making lucky more effect, just in making it trigger more often which not the goal itself. If you need more average numbers, like 60% chance to succeed, that's the places more attacks help. You go from a 40% chance of failure to a 35% + (5% * 40%) = 37% chance of failure. Yes, that 3% will make a difference over a large number of attacks, but it's not a dramatic chance. Say in 33 attacks the PC with lucky will have 1 more hit then the PC without it. Sure, reaching 33 swings sooner is nice, and any weapon wielder is happy with more attacks, but it's such a small change that Lucky isn't making a big difference over another character with the same number of attacks but without the Halfling's Lucky. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
Making the most of a Halfling's Lucky feature
Top