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Birthright-L
08-25-2003, 06:33 PM
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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&#33;

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&#33;) 1d5+2&#33; That&#39;s why you should not change dice values in order to increase effects by multipliers.