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What is the value of rolling two d20s and keeping the best result?
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<blockquote data-quote="WalterKovacs" data-source="post: 4956000" data-attributes="member: 63763"><p>Odds of rolling X or higher by rolling 2 d20 and taking the better result (1 d20):</p><p> </p><p>20: 9.75% (5%)</p><p>19: 19% (10%)</p><p>18: 27.75% (15%)</p><p>17: 36% (20%)</p><p>16: 43.75% (25%)</p><p>15: 51% (30%)</p><p>14: 57.75% (35%)</p><p>13: 64% (40%)</p><p>12: 69.75% (45%)</p><p>11: 75% (50%)</p><p> </p><p>The left side increases by a diminishing ammount (odds of rolling a specific number X on the 2d20s is 2X-1/400, while the odds on a single d20 it is always 1/20 or 5%. Once you get below 11, you get less than 5% per number on 2d20, so the left side will not increase as quickly as the left side, and they will get closer to each other until you reach the bottom where they will both always roll 1 or higher.</p><p> </p><p>The last number is a big way of showing the increase. If your target number is 11, for example, you go from hiting half the time, to three quarters of the time ... effectively turning half of the misses into hits. [for skills, replace hits/misses with success/failure].</p><p> </p><p>The benefit depends on the goal. Using multiple rolls that exist in 4e, here are some examples:</p><p> </p><p>2 roll for an attack: This is used as an alternative for boosting damage. In this case you are looking for (a) a target number or greater and (b) the chance of scoring a critical hit. This improves the chances of both by a large ammount. For numbers that aren't extremely high, it's close to an effective +4 to hit in terms of increasing the odds of hitting, and close to a 19-20 crit range.</p><p> </p><p>2 roll for a skill check: Ahtletics, is one example of an ability that provides this case. Here you may have a specific goal in mind (i.e. DC for climbing, minimum distance you need to jump), and you will increase the chances of rolling over that ammount. Also, i the case of jumping distance, you may just want to go as far as possible. While you can't increase your maximum distance, you are more likely to roll a high number and go further.</p><p> </p><p>2 rolls for initiative. In this case you don't have a DC, you have competing rolls. Here you just want to roll as high as possible. Again, you can't improve your max roll by having an extra d20, but you will avoid getting bad initiatives (odds of getting 6 or less is less than 10%) while routinely rolling high).</p><p> </p><p>In general, it's similar to taking 10. There is still some risk you'll get worse than 10 (20.25% chance) but you also have a very good chance of getting better than 10 (75% chance).</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4956000, member: 63763"] Odds of rolling X or higher by rolling 2 d20 and taking the better result (1 d20): 20: 9.75% (5%) 19: 19% (10%) 18: 27.75% (15%) 17: 36% (20%) 16: 43.75% (25%) 15: 51% (30%) 14: 57.75% (35%) 13: 64% (40%) 12: 69.75% (45%) 11: 75% (50%) The left side increases by a diminishing ammount (odds of rolling a specific number X on the 2d20s is 2X-1/400, while the odds on a single d20 it is always 1/20 or 5%. Once you get below 11, you get less than 5% per number on 2d20, so the left side will not increase as quickly as the left side, and they will get closer to each other until you reach the bottom where they will both always roll 1 or higher. The last number is a big way of showing the increase. If your target number is 11, for example, you go from hiting half the time, to three quarters of the time ... effectively turning half of the misses into hits. [for skills, replace hits/misses with success/failure]. The benefit depends on the goal. Using multiple rolls that exist in 4e, here are some examples: 2 roll for an attack: This is used as an alternative for boosting damage. In this case you are looking for (a) a target number or greater and (b) the chance of scoring a critical hit. This improves the chances of both by a large ammount. For numbers that aren't extremely high, it's close to an effective +4 to hit in terms of increasing the odds of hitting, and close to a 19-20 crit range. 2 roll for a skill check: Ahtletics, is one example of an ability that provides this case. Here you may have a specific goal in mind (i.e. DC for climbing, minimum distance you need to jump), and you will increase the chances of rolling over that ammount. Also, i the case of jumping distance, you may just want to go as far as possible. While you can't increase your maximum distance, you are more likely to roll a high number and go further. 2 rolls for initiative. In this case you don't have a DC, you have competing rolls. Here you just want to roll as high as possible. Again, you can't improve your max roll by having an extra d20, but you will avoid getting bad initiatives (odds of getting 6 or less is less than 10%) while routinely rolling high). In general, it's similar to taking 10. There is still some risk you'll get worse than 10 (20.25% chance) but you also have a very good chance of getting better than 10 (75% chance). [/QUOTE]
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What is the value of rolling two d20s and keeping the best result?
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