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?
dnd-5e wish
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up vote
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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?
dnd-5e wish
add a comment |
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?
dnd-5e wish
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
dnd-5e wish
edited 1 hour ago


doppelgreener♦
31.4k11134224
31.4k11134224
asked 1 hour ago


Olivier Grégoire
1,54321226
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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.
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
add a comment |
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...
Can you respond to the other parts of the question OP has?
– NautArch
14 mins ago
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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.
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
3
active
oldest
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3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
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.
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
add a comment |
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.
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
add a comment |
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.
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.
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
add a comment |
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
add a comment |
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...
Can you respond to the other parts of the question OP has?
– NautArch
14 mins ago
add a comment |
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...
Can you respond to the other parts of the question OP has?
– NautArch
14 mins ago
add a comment |
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...
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...
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
add a comment |
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
add a comment |
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.
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
add a comment |
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.
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
add a comment |
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.
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.
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
add a comment |
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
add a comment |
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