How to practically handle the 33% chance to be unable to cast Wish ever again?

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The SRD for the wish spell states:




Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.




I'm trying to figure out how to handle this limitation. So the rest of the question assumes that the caster is casting wish for purposes other than casting level 0-8 spells.



I first want to know if a caster is bound to not be able to cast wish anymore, meaning that in the best case after 33 casts without suffering the stress, the caster will definitely suffer it on the 34th cast.



Second, I would like to know who or what decides that 33 percent is achieved. Does a dice have to be rolled? Must another random mechanism be used? And who triggers it: the DM or the player?



Finally, if the DM/player wants to roll, can the roll be a d6, or must it be a d100? The spell says "33.0" percent, right? Not 1/3 (or 33.333... percent). So a d6 can't be used, can't it? Also, can feats, abilities or spells altering the roll be used?










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    up vote
    4
    down vote

    favorite












    The SRD for the wish spell states:




    Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.




    I'm trying to figure out how to handle this limitation. So the rest of the question assumes that the caster is casting wish for purposes other than casting level 0-8 spells.



    I first want to know if a caster is bound to not be able to cast wish anymore, meaning that in the best case after 33 casts without suffering the stress, the caster will definitely suffer it on the 34th cast.



    Second, I would like to know who or what decides that 33 percent is achieved. Does a dice have to be rolled? Must another random mechanism be used? And who triggers it: the DM or the player?



    Finally, if the DM/player wants to roll, can the roll be a d6, or must it be a d100? The spell says "33.0" percent, right? Not 1/3 (or 33.333... percent). So a d6 can't be used, can't it? Also, can feats, abilities or spells altering the roll be used?










    share|improve this question

























      up vote
      4
      down vote

      favorite









      up vote
      4
      down vote

      favorite











      The SRD for the wish spell states:




      Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.




      I'm trying to figure out how to handle this limitation. So the rest of the question assumes that the caster is casting wish for purposes other than casting level 0-8 spells.



      I first want to know if a caster is bound to not be able to cast wish anymore, meaning that in the best case after 33 casts without suffering the stress, the caster will definitely suffer it on the 34th cast.



      Second, I would like to know who or what decides that 33 percent is achieved. Does a dice have to be rolled? Must another random mechanism be used? And who triggers it: the DM or the player?



      Finally, if the DM/player wants to roll, can the roll be a d6, or must it be a d100? The spell says "33.0" percent, right? Not 1/3 (or 33.333... percent). So a d6 can't be used, can't it? Also, can feats, abilities or spells altering the roll be used?










      share|improve this question















      The SRD for the wish spell states:




      Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.




      I'm trying to figure out how to handle this limitation. So the rest of the question assumes that the caster is casting wish for purposes other than casting level 0-8 spells.



      I first want to know if a caster is bound to not be able to cast wish anymore, meaning that in the best case after 33 casts without suffering the stress, the caster will definitely suffer it on the 34th cast.



      Second, I would like to know who or what decides that 33 percent is achieved. Does a dice have to be rolled? Must another random mechanism be used? And who triggers it: the DM or the player?



      Finally, if the DM/player wants to roll, can the roll be a d6, or must it be a d100? The spell says "33.0" percent, right? Not 1/3 (or 33.333... percent). So a d6 can't be used, can't it? Also, can feats, abilities or spells altering the roll be used?







      dnd-5e wish






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      edited 1 hour ago









      doppelgreener

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          3 Answers
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          I first want to know if a caster is bound to not be able to cast wish anymore, meaning that in the best case after 33 casts without suffering the stress, the caster will definitely suffer it on the 34th cast.




          If the caster fails their "stress test" then yes, they are bound do not be able to cast wish anymore. But the "33 tries, then fail on the 34th" isn't how probability works. (This is; the short of it is that "best" case is that the stress test never fails, but that 50% of casters will experience that failure by their third casting.)




          Second, I would like to know who or what decides that 33 percent is achieved. Does a dice have to be rolled? Must another random mechanism be used? And who triggers it: the DM or the player?




          You are free to execute the mechanics of D&D however you like. Most people use dice as their random number generators. Many use high-quality computerized PRNGs that feature animations of dice in their readout. You can flip coins, craw cards, pebbles from an urn..., or anything that your group agrees upon. For standardization the authors assume everyone is using dice and they use dice notation to express quantities.



          The player triggers it, by casting wish. Whether the player or the GM rolls (or otherwise initiates random number generation) is up to your table's conventions.




          Finally, if the DM/player wants to roll, can the roll be a d6, or must it be a d100? The spell says "33.0" percent, right? Not 1/3 (or 33.333... percent). So a d6 can't be used, can't it? Also, can feats, abilities or spells altering the roll be used?




          The spell indeed says 33%, so you're right that "1-2 on a d6" isn't quite RAW. It's off by 1-in-300. Your table will have to decide whether that level of error is tolerable if someone wants to use a d6 (or d12, even!) in place of percentile dice.






          share|improve this answer






















          • Percentile roll of 2d10 = 33 or less per casting?
            – XAQT78
            48 mins ago






          • 2




            @XAQT78 By definition, 2d10 is not a percentile roll; that means to add them together. Just because you're using two dice, it isn't a 2dX roll. The appropriate nomenclature is 1d100, regardless of the specific dice used. The range and distribution of results is what's important.
            – T.J.L.
            38 mins ago










          • Percentile dice, or d100, work a little differently. Vou generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and I is 71, and 00 and 0 is 100. PHB pg. 6
            – XAQT78
            25 mins ago










          • Can you respond to the final paragraph as well in terms of things that may alter the roll?
            – NautArch
            14 mins ago










          • @fabian yup, I'm an idiot. Thanks for catching it.
            – nitsua60
            7 mins ago

















          up vote
          3
          down vote













          There's clearly some misunderstanding here, but I'm not sure if it's a misunderstanding of the game rules or just how probability works in general. You may be thinking in terms of the Gambler's Fallacy -- if you flip a totally fair coin and it comes up heads six times in a row, the chance of getting heads on the next flip is still 50%. It's not "due" for a tails or anything. (If you flipped heads six times in a row on an actual coin, there's a higher chance that the next flip is also heads, because it's increasingly likely that the coin isn't actually fair -- the weighting of the coin or the way you flip it might be causing it to prefer heads.)



          Generally, when the game rules refer to a percent chance, you should read that as rolling d100 ('percentile'). The event happens if you roll equal to or lower than the stated number. You can use any fair method of generating numbers, but d100 is usually the simplest way.



          Each time you cast wish to do one of the 'other' effects, you roll 1d100, and if you get a 33 or lower, you lose the ability to use wish ever again. In theory, you could use wish hundreds of times, as long as you continue to roll over 33 each time. There's no guarantee of failure on roll #34, either by the game rules or by the physics of how dice operate -- so no, the caster isn't bound to eventually roll poorly and lose wish for good.



          Only one caster in six will get past their fifth use of wish without losing it forever, though, and only one in a hundred will pass the tenth roll successfully. Getting past the 32nd roll is a trick only one caster in 600,000 can pull off, and managing to wish fifty times in a row without losing the spell is a one-in-a-billion chance. But it can still happen...






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          • Can you respond to the other parts of the question OP has?
            – NautArch
            14 mins ago


















          up vote
          0
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          Game Dice



          Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.




          Roll result 33 or less = failure to overcome the stress you suffer from casting the spell.






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          • 1




            Can you respond to the other parts of the question OP has?
            – NautArch
            13 mins ago










          • Yes, sorry bout that!
            – XAQT78
            11 mins ago










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          3 Answers
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          up vote
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          I first want to know if a caster is bound to not be able to cast wish anymore, meaning that in the best case after 33 casts without suffering the stress, the caster will definitely suffer it on the 34th cast.




          If the caster fails their "stress test" then yes, they are bound do not be able to cast wish anymore. But the "33 tries, then fail on the 34th" isn't how probability works. (This is; the short of it is that "best" case is that the stress test never fails, but that 50% of casters will experience that failure by their third casting.)




          Second, I would like to know who or what decides that 33 percent is achieved. Does a dice have to be rolled? Must another random mechanism be used? And who triggers it: the DM or the player?




          You are free to execute the mechanics of D&D however you like. Most people use dice as their random number generators. Many use high-quality computerized PRNGs that feature animations of dice in their readout. You can flip coins, craw cards, pebbles from an urn..., or anything that your group agrees upon. For standardization the authors assume everyone is using dice and they use dice notation to express quantities.



          The player triggers it, by casting wish. Whether the player or the GM rolls (or otherwise initiates random number generation) is up to your table's conventions.




          Finally, if the DM/player wants to roll, can the roll be a d6, or must it be a d100? The spell says "33.0" percent, right? Not 1/3 (or 33.333... percent). So a d6 can't be used, can't it? Also, can feats, abilities or spells altering the roll be used?




          The spell indeed says 33%, so you're right that "1-2 on a d6" isn't quite RAW. It's off by 1-in-300. Your table will have to decide whether that level of error is tolerable if someone wants to use a d6 (or d12, even!) in place of percentile dice.






          share|improve this answer






















          • Percentile roll of 2d10 = 33 or less per casting?
            – XAQT78
            48 mins ago






          • 2




            @XAQT78 By definition, 2d10 is not a percentile roll; that means to add them together. Just because you're using two dice, it isn't a 2dX roll. The appropriate nomenclature is 1d100, regardless of the specific dice used. The range and distribution of results is what's important.
            – T.J.L.
            38 mins ago










          • Percentile dice, or d100, work a little differently. Vou generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and I is 71, and 00 and 0 is 100. PHB pg. 6
            – XAQT78
            25 mins ago










          • Can you respond to the final paragraph as well in terms of things that may alter the roll?
            – NautArch
            14 mins ago










          • @fabian yup, I'm an idiot. Thanks for catching it.
            – nitsua60
            7 mins ago














          up vote
          9
          down vote














          I first want to know if a caster is bound to not be able to cast wish anymore, meaning that in the best case after 33 casts without suffering the stress, the caster will definitely suffer it on the 34th cast.




          If the caster fails their "stress test" then yes, they are bound do not be able to cast wish anymore. But the "33 tries, then fail on the 34th" isn't how probability works. (This is; the short of it is that "best" case is that the stress test never fails, but that 50% of casters will experience that failure by their third casting.)




          Second, I would like to know who or what decides that 33 percent is achieved. Does a dice have to be rolled? Must another random mechanism be used? And who triggers it: the DM or the player?




          You are free to execute the mechanics of D&D however you like. Most people use dice as their random number generators. Many use high-quality computerized PRNGs that feature animations of dice in their readout. You can flip coins, craw cards, pebbles from an urn..., or anything that your group agrees upon. For standardization the authors assume everyone is using dice and they use dice notation to express quantities.



          The player triggers it, by casting wish. Whether the player or the GM rolls (or otherwise initiates random number generation) is up to your table's conventions.




          Finally, if the DM/player wants to roll, can the roll be a d6, or must it be a d100? The spell says "33.0" percent, right? Not 1/3 (or 33.333... percent). So a d6 can't be used, can't it? Also, can feats, abilities or spells altering the roll be used?




          The spell indeed says 33%, so you're right that "1-2 on a d6" isn't quite RAW. It's off by 1-in-300. Your table will have to decide whether that level of error is tolerable if someone wants to use a d6 (or d12, even!) in place of percentile dice.






          share|improve this answer






















          • Percentile roll of 2d10 = 33 or less per casting?
            – XAQT78
            48 mins ago






          • 2




            @XAQT78 By definition, 2d10 is not a percentile roll; that means to add them together. Just because you're using two dice, it isn't a 2dX roll. The appropriate nomenclature is 1d100, regardless of the specific dice used. The range and distribution of results is what's important.
            – T.J.L.
            38 mins ago










          • Percentile dice, or d100, work a little differently. Vou generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and I is 71, and 00 and 0 is 100. PHB pg. 6
            – XAQT78
            25 mins ago










          • Can you respond to the final paragraph as well in terms of things that may alter the roll?
            – NautArch
            14 mins ago










          • @fabian yup, I'm an idiot. Thanks for catching it.
            – nitsua60
            7 mins ago












          up vote
          9
          down vote










          up vote
          9
          down vote










          I first want to know if a caster is bound to not be able to cast wish anymore, meaning that in the best case after 33 casts without suffering the stress, the caster will definitely suffer it on the 34th cast.




          If the caster fails their "stress test" then yes, they are bound do not be able to cast wish anymore. But the "33 tries, then fail on the 34th" isn't how probability works. (This is; the short of it is that "best" case is that the stress test never fails, but that 50% of casters will experience that failure by their third casting.)




          Second, I would like to know who or what decides that 33 percent is achieved. Does a dice have to be rolled? Must another random mechanism be used? And who triggers it: the DM or the player?




          You are free to execute the mechanics of D&D however you like. Most people use dice as their random number generators. Many use high-quality computerized PRNGs that feature animations of dice in their readout. You can flip coins, craw cards, pebbles from an urn..., or anything that your group agrees upon. For standardization the authors assume everyone is using dice and they use dice notation to express quantities.



          The player triggers it, by casting wish. Whether the player or the GM rolls (or otherwise initiates random number generation) is up to your table's conventions.




          Finally, if the DM/player wants to roll, can the roll be a d6, or must it be a d100? The spell says "33.0" percent, right? Not 1/3 (or 33.333... percent). So a d6 can't be used, can't it? Also, can feats, abilities or spells altering the roll be used?




          The spell indeed says 33%, so you're right that "1-2 on a d6" isn't quite RAW. It's off by 1-in-300. Your table will have to decide whether that level of error is tolerable if someone wants to use a d6 (or d12, even!) in place of percentile dice.






          share|improve this answer















          I first want to know if a caster is bound to not be able to cast wish anymore, meaning that in the best case after 33 casts without suffering the stress, the caster will definitely suffer it on the 34th cast.




          If the caster fails their "stress test" then yes, they are bound do not be able to cast wish anymore. But the "33 tries, then fail on the 34th" isn't how probability works. (This is; the short of it is that "best" case is that the stress test never fails, but that 50% of casters will experience that failure by their third casting.)




          Second, I would like to know who or what decides that 33 percent is achieved. Does a dice have to be rolled? Must another random mechanism be used? And who triggers it: the DM or the player?




          You are free to execute the mechanics of D&D however you like. Most people use dice as their random number generators. Many use high-quality computerized PRNGs that feature animations of dice in their readout. You can flip coins, craw cards, pebbles from an urn..., or anything that your group agrees upon. For standardization the authors assume everyone is using dice and they use dice notation to express quantities.



          The player triggers it, by casting wish. Whether the player or the GM rolls (or otherwise initiates random number generation) is up to your table's conventions.




          Finally, if the DM/player wants to roll, can the roll be a d6, or must it be a d100? The spell says "33.0" percent, right? Not 1/3 (or 33.333... percent). So a d6 can't be used, can't it? Also, can feats, abilities or spells altering the roll be used?




          The spell indeed says 33%, so you're right that "1-2 on a d6" isn't quite RAW. It's off by 1-in-300. Your table will have to decide whether that level of error is tolerable if someone wants to use a d6 (or d12, even!) in place of percentile dice.







          share|improve this answer














          share|improve this answer



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          edited 7 mins ago

























          answered 1 hour ago









          nitsua60

          70.5k12290413




          70.5k12290413











          • Percentile roll of 2d10 = 33 or less per casting?
            – XAQT78
            48 mins ago






          • 2




            @XAQT78 By definition, 2d10 is not a percentile roll; that means to add them together. Just because you're using two dice, it isn't a 2dX roll. The appropriate nomenclature is 1d100, regardless of the specific dice used. The range and distribution of results is what's important.
            – T.J.L.
            38 mins ago










          • Percentile dice, or d100, work a little differently. Vou generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and I is 71, and 00 and 0 is 100. PHB pg. 6
            – XAQT78
            25 mins ago










          • Can you respond to the final paragraph as well in terms of things that may alter the roll?
            – NautArch
            14 mins ago










          • @fabian yup, I'm an idiot. Thanks for catching it.
            – nitsua60
            7 mins ago
















          • Percentile roll of 2d10 = 33 or less per casting?
            – XAQT78
            48 mins ago






          • 2




            @XAQT78 By definition, 2d10 is not a percentile roll; that means to add them together. Just because you're using two dice, it isn't a 2dX roll. The appropriate nomenclature is 1d100, regardless of the specific dice used. The range and distribution of results is what's important.
            – T.J.L.
            38 mins ago










          • Percentile dice, or d100, work a little differently. Vou generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and I is 71, and 00 and 0 is 100. PHB pg. 6
            – XAQT78
            25 mins ago










          • Can you respond to the final paragraph as well in terms of things that may alter the roll?
            – NautArch
            14 mins ago










          • @fabian yup, I'm an idiot. Thanks for catching it.
            – nitsua60
            7 mins ago















          Percentile roll of 2d10 = 33 or less per casting?
          – XAQT78
          48 mins ago




          Percentile roll of 2d10 = 33 or less per casting?
          – XAQT78
          48 mins ago




          2




          2




          @XAQT78 By definition, 2d10 is not a percentile roll; that means to add them together. Just because you're using two dice, it isn't a 2dX roll. The appropriate nomenclature is 1d100, regardless of the specific dice used. The range and distribution of results is what's important.
          – T.J.L.
          38 mins ago




          @XAQT78 By definition, 2d10 is not a percentile roll; that means to add them together. Just because you're using two dice, it isn't a 2dX roll. The appropriate nomenclature is 1d100, regardless of the specific dice used. The range and distribution of results is what's important.
          – T.J.L.
          38 mins ago












          Percentile dice, or d100, work a little differently. Vou generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and I is 71, and 00 and 0 is 100. PHB pg. 6
          – XAQT78
          25 mins ago




          Percentile dice, or d100, work a little differently. Vou generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and I is 71, and 00 and 0 is 100. PHB pg. 6
          – XAQT78
          25 mins ago












          Can you respond to the final paragraph as well in terms of things that may alter the roll?
          – NautArch
          14 mins ago




          Can you respond to the final paragraph as well in terms of things that may alter the roll?
          – NautArch
          14 mins ago












          @fabian yup, I'm an idiot. Thanks for catching it.
          – nitsua60
          7 mins ago




          @fabian yup, I'm an idiot. Thanks for catching it.
          – nitsua60
          7 mins ago












          up vote
          3
          down vote













          There's clearly some misunderstanding here, but I'm not sure if it's a misunderstanding of the game rules or just how probability works in general. You may be thinking in terms of the Gambler's Fallacy -- if you flip a totally fair coin and it comes up heads six times in a row, the chance of getting heads on the next flip is still 50%. It's not "due" for a tails or anything. (If you flipped heads six times in a row on an actual coin, there's a higher chance that the next flip is also heads, because it's increasingly likely that the coin isn't actually fair -- the weighting of the coin or the way you flip it might be causing it to prefer heads.)



          Generally, when the game rules refer to a percent chance, you should read that as rolling d100 ('percentile'). The event happens if you roll equal to or lower than the stated number. You can use any fair method of generating numbers, but d100 is usually the simplest way.



          Each time you cast wish to do one of the 'other' effects, you roll 1d100, and if you get a 33 or lower, you lose the ability to use wish ever again. In theory, you could use wish hundreds of times, as long as you continue to roll over 33 each time. There's no guarantee of failure on roll #34, either by the game rules or by the physics of how dice operate -- so no, the caster isn't bound to eventually roll poorly and lose wish for good.



          Only one caster in six will get past their fifth use of wish without losing it forever, though, and only one in a hundred will pass the tenth roll successfully. Getting past the 32nd roll is a trick only one caster in 600,000 can pull off, and managing to wish fifty times in a row without losing the spell is a one-in-a-billion chance. But it can still happen...






          share|improve this answer




















          • Can you respond to the other parts of the question OP has?
            – NautArch
            14 mins ago















          up vote
          3
          down vote













          There's clearly some misunderstanding here, but I'm not sure if it's a misunderstanding of the game rules or just how probability works in general. You may be thinking in terms of the Gambler's Fallacy -- if you flip a totally fair coin and it comes up heads six times in a row, the chance of getting heads on the next flip is still 50%. It's not "due" for a tails or anything. (If you flipped heads six times in a row on an actual coin, there's a higher chance that the next flip is also heads, because it's increasingly likely that the coin isn't actually fair -- the weighting of the coin or the way you flip it might be causing it to prefer heads.)



          Generally, when the game rules refer to a percent chance, you should read that as rolling d100 ('percentile'). The event happens if you roll equal to or lower than the stated number. You can use any fair method of generating numbers, but d100 is usually the simplest way.



          Each time you cast wish to do one of the 'other' effects, you roll 1d100, and if you get a 33 or lower, you lose the ability to use wish ever again. In theory, you could use wish hundreds of times, as long as you continue to roll over 33 each time. There's no guarantee of failure on roll #34, either by the game rules or by the physics of how dice operate -- so no, the caster isn't bound to eventually roll poorly and lose wish for good.



          Only one caster in six will get past their fifth use of wish without losing it forever, though, and only one in a hundred will pass the tenth roll successfully. Getting past the 32nd roll is a trick only one caster in 600,000 can pull off, and managing to wish fifty times in a row without losing the spell is a one-in-a-billion chance. But it can still happen...






          share|improve this answer




















          • Can you respond to the other parts of the question OP has?
            – NautArch
            14 mins ago













          up vote
          3
          down vote










          up vote
          3
          down vote









          There's clearly some misunderstanding here, but I'm not sure if it's a misunderstanding of the game rules or just how probability works in general. You may be thinking in terms of the Gambler's Fallacy -- if you flip a totally fair coin and it comes up heads six times in a row, the chance of getting heads on the next flip is still 50%. It's not "due" for a tails or anything. (If you flipped heads six times in a row on an actual coin, there's a higher chance that the next flip is also heads, because it's increasingly likely that the coin isn't actually fair -- the weighting of the coin or the way you flip it might be causing it to prefer heads.)



          Generally, when the game rules refer to a percent chance, you should read that as rolling d100 ('percentile'). The event happens if you roll equal to or lower than the stated number. You can use any fair method of generating numbers, but d100 is usually the simplest way.



          Each time you cast wish to do one of the 'other' effects, you roll 1d100, and if you get a 33 or lower, you lose the ability to use wish ever again. In theory, you could use wish hundreds of times, as long as you continue to roll over 33 each time. There's no guarantee of failure on roll #34, either by the game rules or by the physics of how dice operate -- so no, the caster isn't bound to eventually roll poorly and lose wish for good.



          Only one caster in six will get past their fifth use of wish without losing it forever, though, and only one in a hundred will pass the tenth roll successfully. Getting past the 32nd roll is a trick only one caster in 600,000 can pull off, and managing to wish fifty times in a row without losing the spell is a one-in-a-billion chance. But it can still happen...






          share|improve this answer












          There's clearly some misunderstanding here, but I'm not sure if it's a misunderstanding of the game rules or just how probability works in general. You may be thinking in terms of the Gambler's Fallacy -- if you flip a totally fair coin and it comes up heads six times in a row, the chance of getting heads on the next flip is still 50%. It's not "due" for a tails or anything. (If you flipped heads six times in a row on an actual coin, there's a higher chance that the next flip is also heads, because it's increasingly likely that the coin isn't actually fair -- the weighting of the coin or the way you flip it might be causing it to prefer heads.)



          Generally, when the game rules refer to a percent chance, you should read that as rolling d100 ('percentile'). The event happens if you roll equal to or lower than the stated number. You can use any fair method of generating numbers, but d100 is usually the simplest way.



          Each time you cast wish to do one of the 'other' effects, you roll 1d100, and if you get a 33 or lower, you lose the ability to use wish ever again. In theory, you could use wish hundreds of times, as long as you continue to roll over 33 each time. There's no guarantee of failure on roll #34, either by the game rules or by the physics of how dice operate -- so no, the caster isn't bound to eventually roll poorly and lose wish for good.



          Only one caster in six will get past their fifth use of wish without losing it forever, though, and only one in a hundred will pass the tenth roll successfully. Getting past the 32nd roll is a trick only one caster in 600,000 can pull off, and managing to wish fifty times in a row without losing the spell is a one-in-a-billion chance. But it can still happen...







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 39 mins ago









          Darth Pseudonym

          8,5492252




          8,5492252











          • Can you respond to the other parts of the question OP has?
            – NautArch
            14 mins ago

















          • Can you respond to the other parts of the question OP has?
            – NautArch
            14 mins ago
















          Can you respond to the other parts of the question OP has?
          – NautArch
          14 mins ago





          Can you respond to the other parts of the question OP has?
          – NautArch
          14 mins ago











          up vote
          0
          down vote














          Game Dice



          Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.




          Roll result 33 or less = failure to overcome the stress you suffer from casting the spell.






          share|improve this answer
















          • 1




            Can you respond to the other parts of the question OP has?
            – NautArch
            13 mins ago










          • Yes, sorry bout that!
            – XAQT78
            11 mins ago














          up vote
          0
          down vote














          Game Dice



          Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.




          Roll result 33 or less = failure to overcome the stress you suffer from casting the spell.






          share|improve this answer
















          • 1




            Can you respond to the other parts of the question OP has?
            – NautArch
            13 mins ago










          • Yes, sorry bout that!
            – XAQT78
            11 mins ago












          up vote
          0
          down vote










          up vote
          0
          down vote










          Game Dice



          Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.




          Roll result 33 or less = failure to overcome the stress you suffer from casting the spell.






          share|improve this answer













          Game Dice



          Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.




          Roll result 33 or less = failure to overcome the stress you suffer from casting the spell.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 19 mins ago









          XAQT78

          527111




          527111







          • 1




            Can you respond to the other parts of the question OP has?
            – NautArch
            13 mins ago










          • Yes, sorry bout that!
            – XAQT78
            11 mins ago












          • 1




            Can you respond to the other parts of the question OP has?
            – NautArch
            13 mins ago










          • Yes, sorry bout that!
            – XAQT78
            11 mins ago







          1




          1




          Can you respond to the other parts of the question OP has?
          – NautArch
          13 mins ago




          Can you respond to the other parts of the question OP has?
          – NautArch
          13 mins ago












          Yes, sorry bout that!
          – XAQT78
          11 mins ago




          Yes, sorry bout that!
          – XAQT78
          11 mins ago

















           

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