Also, does that mean that dice gained from either of these features never become d8's?
122200
Assume two 1st level Rogues, Alice and Beatrice. Alice gained 3 levels of Rogue and on her 4th level of Rogue, instead of an ability score increase she picked up the Martial Adept feat. She later gained 3 levels in Fighter, and chose the Battle Master archetype. Beatrice gained 3 levels of Fighter, and chose the Battle Master archetype. She then gained 4 levels of Rogue, and instead of an ability score increase she picked up the Martial Adept feat. Alice and Beatrice each now total four Rogue levels and three Fighter levels, obtained via different paths. Is the superiority dice gained from the Martial Adept the same dice for both Alice and Beatrice? (The text above was posted as an example in  that was closed as too broad. After talking to a moderator, it was decided the best thing would be to post the example as a separate question.) The second bullet point of the Martial Adept feat says (PHB, p. 168):   If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. [...]   The already have implies that you need to have superiority dice when you acquire the feat, otherwise it is a d6. Beatrice is safe. RAW, she already has superiority dice when she gets the feat. Is Alice stuck with a d6 superiority die for the rest of her career?
107193
The dice are fair.  You have a $1\over6$ chance of getting the first number. A $1\over6$ chance of the second and so on.  Is it just $({1\over6})^3$ (1/216) or is that not accounting for the second and third roll properly?
121711
Those games that are not fortunate enough to run on a locked platform spec, like handhelds, need to run across various resolution formats and aspect ratios.   In a 3D game you might have a HUD or menu GUI based on raster graphics, and in a 2D game you might have a bunch of quads which are vessels for sprites.   So my question is, how do you approach designing and operating content across various resolutions and aspect ratio? Let's assume you have a sprite character that is 300x400 pixels sprite and surrounded by a level made of tiles. On different resolutions/aspect ratios you'd see a different FOV altogether. Or if you have a HUD or a GUI menu, you'd want to keep some stuff at same positions and of same size relative to the screen. Yet, graphics source is raster bitmaps, not vector.   Obviously, problem has been addressed numerous times. I'm interested to hear abut various approaches that worked for you so far. Do you keep an arbitrary dimension agnostic 'pixel' unit that you magically transform into needed dimensions via formula based on res and aspect ratio or other approaches?  edit:  So, conclusion is to enumerate your aspect ratios. Lowest combination of aspect:resolution is the one you design important stuff into. A safe area if you will. Same aspect ratios, but higher resolutions are simple scaling issues. Art content is designed for highest resolution. Larger aspect ratios simply show more of level/FOV with information presented which is not critical as is the one in safe area. .
34490
As I understand it:   if you have Advantage from two different sources, you simply have Advantage (no stacking) if you have advantage from one source, and disadvantage from one source, they cancel out.     So what if you have advantage from two or more sources, and disadvantage from one source?  My assumption is that you simply have advantage, or put another way, you have Advantage on a roll when the # of Advantages > # of Disadvantages (and vice versa).  Is that correct?
13065
I have a 5-sided dice, and I want to use it to simulate a 7-sided dice. Is there a way to do this with a finite number of rolls?
19880
I'm just wondering what I can look forward to in the next Ubuntu version.  In this case it's 16.04.  I also want to be able to speculate on what it's probably going to break and whether or not I should go through the hassle of writing some code that wont last more than a few months.  Where does one find an official feature list, or (as it appears to be) is there none?
9230
I learned the following dice game from another forum. It was not solved there. The dice game is as follows.   Toss 6 dice. Each toss you can keep one or more up to the total number of dice tossed. You continue to toss until you have no dice remaining. You may not reintroduce a die once it has been kept.   In order to get a score in this game you must have retained both a 2 and a 4. You get no score for them but without them you get no score at all . Your score is the sum of the remaining 4 dice.   The question is how to act in order to maximize your expected score.
40894
I recently realized we can use cat as much as dd, and it's   I know that dd was useful in dealing with tapes where block size actually mattered in correctness, not just performance. In these days, though, are there situations where dd can do something cat can't? (Here I would regard a less than 20% performance difference irrelevant.)  Concrete examples would be nice!
57044
I have been developing a game engine, and have been discovering and reading up on game technologies such as anisotropic filtering, ambient occlusion, anti-aliasing, etc.  Usually in games, you can toggle these settings on and off. However, if these settings only add nothing but positives, is there a reason to add toggle values for these in a game engine for the developer?  I understand that performance is a major factor, but is there any other reason why these settings are always available to change?
120600
Context: the last version I played was AD&amp;D (ie. 1e) where characters could (technically) progress to unlimited levels. Looking at the 5e PHB I get a sense that 20th level is now a concrete ceiling in terms of character level, and no progression beyond that is possible -- but I can't find it explicitly stated anywhere. Is this the case?   (NB. I'd have no objection to a Lvl20 limit, but I'd like to know for definite, since of course it has a major impact on how one plans a multi-class character).
94303
(a) For this problem, define a nonstandard die as a 6-sided die that is equally likely to come up on each side, but has a different set of numbers than the usual 1,2,3,4,5,6 on its sides. A standard die will be the usual fair die bearing the numbers 1,2,3,4,5,6.   Is it possible to design a pair of nonstandard dice, with positive integers on the faces (not necessarily all distinct), so that the probability of rolling any given total on those two dice is the same as the probability of rolling that total on two standard dice? The two dice do not need to be identical. If it is possible, do it. If it is not possible, prove that it is not possible.  Some hints I got were to try to construct a pair of nonstandard dice such that the generating function for their sum matches the corresponding g.f. for a pair of standard dice and to note that the g.f. for a pair of standard dice can be factored quite a bit (you can reduce it to factors of degree 2 or less).  I still can't figure it out after rereading the textbook and looking at a few examples.  Can anyone help me?
34169
If it's not possible then maybe just the Dash show/hide animations. I simply find myself waiting for animations which is pointless.
15514
I find it very fiddly to embark and disembark, sometimes the ship just refuse to approach the land! does the landing site have to be allied land with a port facility or something...? And  sometimes i click the troop to move toward ship and they eventually do board the vessel, but clicking embark does nothing at all. Its very frustrating and fiddly especially combined with the huge slowdown. makes me wish it was turn based because i lose some conflicts trying to transport troops and clicking again and again to transport them on ships but by the time they eventually  (if ever) board and disembark I've missed the battle and lost again!  lol i lose enough without shipping megabug!
75522
I was trying to create an AnyDice function to model the Great Weapon Fighting fighting style (which lets you reroll 1s and 2s), but I couldn't get it to work on any arbitrary dice.  I've found this one:  function: reroll R:n under N:n {    if R &lt; N { result: d12 } else {result: R} } output [reroll 1d12 under 3] named "greataxe weapon fighting"   And it works fine. But I don't know how to make the function generic so i don't need to change the d12 every time i want a different dice to reroll.  I've tried  function: reroll R:n under N:n {    if R &lt; N { result: d{1..R} } else {result: R} } output [reroll 1d12 under 3] named "greataxe weapon fighting"   but it is not giving the right probabilities. Maybe if I could fetch the die size inside the function...
111981
Some of my side ops show as being completed, with the tick mark, yet I can do them again whereas with others once they're done, then, that;s it , they're done.  Can someone explain this?
93300
So I'm pretty sure there's at least 2, one for both X &amp; Y.   Much like other iterations of the other Pokemon games, are there other Legendaries? How many legendaries, and what are their names?
87472
This has been a point of some controversy within our local AL community, with different DMs giving different rulings. From what I could see, this site has only touched on the Maneuver/Smite issue, with, according to some of my DMs, an out of date answer.  This also leaves the problem of extra dice on magical weapons such as an Ild rune or Hazirawn, maneuver damage dice given by another player through Commander's Strike, damage dice given by a College of Valor bard, Sneak Attack dice, and likely others which currently escape my mind.  Which damage dice exactly does the Great Weapon Fighting fighting style allow you to reroll?