Dice Math | Running the Game
Video Statistics and Information
Channel: Matthew Colville
Views: 290,384
Rating: undefined out of 5
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Id: YDjD0Gjtgik
Channel Id: undefined
Length: 25min 58sec (1558 seconds)
Published: Mon Oct 02 2017
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
Reading this title, I realized I am a giant nerd... "Dice math, oohhh exciting!"
"This is going to be a short video"
Check video length....just under 26 minutes.
EDIT: As an aside, advantage is not exactly like adding +5 to hit
For instance, if you have a 90% chance to hit and then advantage you do not have a 115% chance to hit (what +5 would give you) You have a 99% chance to hit.
Advantage just takes whatever your odds of missing are and multiplies it on itself because essentially you have to miss twice.
90% hit chance is a 10% miss chance, 10% of 10% is 1%.
If you had a 30% chance to hit and attack at advantage you now have a 51% hit chance (not +25% from +5).
Essentially the worse your odds of hitting the worse advantage becomes
Surprisingly informative! This changes how I view ACs now.
What about the reverse? How likely is this monster to hit a PC?
Off the top of my head, the lowest AC I can think of is 11 while the highest is 20. So the average is 15.5.
Meaning, a monster with no attack bonus will hit, on average 25%- 30% chance of hitting a PC. But even Kobolds and Goblins have +4 to hit, so actually most creatures are going to hit 45%-50% of the time. Fairly often.
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The stuff about advantage being like a +5 is really interesting. I couldn't see how it could be true at first, and when I worked it out it averaged a little over +3. But that ignores the fact that target numbers are much more likely in the middle of the range: your DM probably won't ask you to roll if you only need 2 or more on the dice and needing a natural 20 is rare. If your target is between 8 and 14 advantage does indeed give you a 23% to 25% better chance.
This is why I dislike dicepools (specially with opposed rolls or variable TNs), or variable dice (savage worlds like). It's incredibly hard for a DM to gauge the players probability of success on any given test on the fly.
So I crunched the numbers on advantage and got the following:
ROLL % ADV%
20+ 5 9.75
19+ 10 19
18+ 15 27.75
17+ 20 36
16+ 25 43.75
15+ 30 51
14+ 35 57.75
13+ 40 64
12+ 45 69.75
11+ 50 75
10+ 55 79.75
9+ 60 84
8+ 65 87.75
7+ 70 91
6+ 75 93.75
5+ 80 96
4+ 85 97.75
3+ 90 99
2+ 95 99.75
1+ 100 100%
AVG% 52.5% 69.125%
AVG# 10.5 13.825
Giving an average advantage boost of +3.325 - about the same as adding a D6 to the D20, though that wouldn't boost the odds of a crit.
Any corrections? I've heard advantage is equivalent to +4 and Colville said +5 but this math says otherwise.
I thought this was a great video - I remember finally learning all this stuff sometime in the 3.5 era, which meant probably 20 years of picking random numbers for monster stats and having no idea of what they'd do. And yeah, I learned it because I had a DM friend who explained it almost exactly like this. Statistics was the only course I dropped in college because I just could not wrap my head around it - I credit D&D for making me finally understand all that stuff.