View Full Version : Playtest d20 question about feat
Birthright-L
08-25-2003, 06:33 PM
<BODY>
Hello.</P>
Using the Bloodline Prodigy, the feat specifies that variable numbers increase by one half. How does this apply to Heightened Ability- dex; where said ability increases d4+1 for 1hr/level 1/day?</P>
OK, what i can figure is 2/day, 1hr/level, -- the d4+1 increases, but to what? d6+1? d4+3?</P>
thanks</P>
</P></BODY>
irdeggman
08-25-2003, 09:49 PM
Originally posted by Birthright-L@Aug 25 2003, 01:33 PM
<BODY>
Hello.</P>
* Using the Bloodline Prodigy, the feat specifies that variable numbers increase by one half.* How does this apply to Heightened Ability- dex; where said ability increases d4+1 for 1hr/level 1/day?</P>
OK, what i can figure is 2/day, 1hr/level, -- the d4+1 increases, but to what?* d6+1? d4+3?</P>
thanks</P>
*</P></BODY>
Well, the Heightened Ability blood ability will be changing in the next revision.
But to answer your question, I would double the result, i.e, 2 X the result of 1d4+1 and as always round down.
Mark_Aurel
08-26-2003, 12:24 AM
Increase the d4+1 by half - i.e. roll d4+1, multiply by 1.5, for a result from 2 to 7.
ryancaveney
08-26-2003, 02:05 AM
On Tue, 26 Aug 2003, Mark_Aurel wrote:
> Increase the d4+1 by half - i.e. roll d4+1, multiply by 1.5,
> for a result from 2 to 7.
d6+1 has the same properties, but is easier to calculate. =)
DanMcSorley
08-26-2003, 02:09 AM
On Mon, 25 Aug 2003, Ryan B. Caveney wrote:
> > Increase the d4+1 by half - i.e. roll d4+1, multiply by 1.5,
> > for a result from 2 to 7.
>
> d6+1 has the same properties, but is easier to calculate. =)
Except the result is actually d4+1 (result 2, 3, 4, or 5) becomes 3, 4, 6,
or 7 (x1.5, rounded down). d6+1 isn`t quite correct.
--
Daniel McSorley
Mark_Aurel
08-26-2003, 02:10 AM
Dangit - typo - I meant 3-7, of course.
irdeggman
08-26-2003, 09:28 AM
My bad, I had meant to say what Jan did - multiply by 1.5 not 2 (and of course round down).
ryancaveney
08-27-2003, 01:35 AM
On Mon, 25 Aug 2003, Daniel McSorley wrote:
> > > Increase the d4+1 by half - i.e. roll d4+1, multiply by 1.5,
> > > for a result from 2 to 7.
> >
> > d6+1 has the same properties, but is easier to calculate. =)
>
> Except the result is actually d4+1 (result 2, 3, 4, or 5) becomes 3,
> 4, 6, or 7 (x1.5, rounded down). d6+1 isn`t quite correct.
Agreed. What I meant was that d6+1 is also a "basically flat probability
distribution between 2 and 7" (and I admit I didn`t check that it really
starts at 3), but is easier to handle in practice if you can accept that
it is not exact. It`s a tradeoff, but it says something that I see the
phrase "from 2 to 7" and instantly, reflexively respond, "d6+1"! =)
Actually, I tend to think d6+1 is better than 1.5(d4+1), because it
doesn`t have a hole -- 5 rounds` effect is a possible result.
Ryan Caveney
DanMcSorley
08-27-2003, 01:35 AM
On Tue, 26 Aug 2003, Ryan B. Caveney wrote:
> Agreed. What I meant was that d6+1 is also a "basically flat probability
> distribution between 2 and 7" (and I admit I didn`t check that it really
> starts at 3), but is easier to handle in practice if you can accept that
> it is not exact. It`s a tradeoff, but it says something that I see the
> phrase "from 2 to 7" and instantly, reflexively respond, "d6+1"! =)
Yes, well, we`ll discuss what /exactly/ it says later, but we can agree it
says something. :P
> Actually, I tend to think d6+1 is better than 1.5(d4+1), because it
> doesn`t have a hole -- 5 rounds` effect is a possible result.
Yeah, but this is just like the Empower feat for spells, and similarly
covers a wide variety of possible die roll transformations. It`s easier
to say "this feat lets you multiply the variable part of the effect by
1.5" than "this feat lets you change the variable part of the effect as
follows: any d4s become d6s, any d6s become d9s, any d8s become d12s....."
--
Daniel McSorley
RaspK_FOG
08-27-2003, 03:18 AM
Not to mention that the constant values change too!
The reason the above example [1.5*(1d4+1)] comes up as a rnage from 3 to 7 is fairly simple:
1*1.5=1.5
+
1*1.5=1.5
=
3
1*1.5=1.5
+
4*1.5=6
=
7.5
=(rounding down)=>
7
The above example could be (and actually is!) 1d5+2! That's why you should not change dice values in order to increase effects by multipliers.
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