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#dimension 20 statistics
thisisnotthenerd · 3 months
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do you ever get bored of watching things in a remotely normal manner? i do.
behold: the D20 Episode Randomizer
click the button to get a random episode of Dimension 20.
if you're looking for a particular campaign or the official release order, look no further:
By Campaign: All of the campaigns, with sequels.
Chronological Order: what it says on the tin
if you're looking for a more cursed experience, consider:
Alphabetical Order: Also what it says on the tin
Episode Order: all of the episode 1s, then episode 2s, etc.
Reverse Episode Order: finales first!
Chronological Order by Calendar Day: what it says on the tin.
happy watching!
ps: i wrote the code myself, it's generating the episode based on the data in the sheet, if it asks for permission it's not stealing your data i promise. it's like 20 lines of randbetween functions, vlookups, and nested IF statements.
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percentageweirdo · 10 months
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Fantasy High stats
A summary of statistics from season 1.
I have only counted d20 rolls, and only by the players as it is pretty much impossible to track Brennan's rolls. I only counted nat 20s, nat 1s and "other rolls" since the players do not consistently announce what they got on the die. I also kept track of advantage and disadvantage but I am sure some of those slipped by me unannounced.
ALL ROLLS:
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As you can see, the vast majority of rolls by the players are skill checks — just over 60%.
PERCENTAGE OF NAT 20s AND NAT 1s:
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This chart is really the star of the show! It is why I started this whole godforsaken mission in the first place.
NOTE: This chart is tracking percentage of each player's individual rolls! It is not representative of raw numbers, but instead each column is relative to that player's total d20 rolls this season.
For this one I factored in the advantage and disadvantage rolls, and any way you slice it Zac still rolls the most nat 20s by far.
What surprised me was that Ally rolls proportionally the most nat 1s. That has somehow not entered into the consciousness of the fandom at all, maybe because they roll the fewest dice so the raw number of nat 1s isn't the highest. Conversely, Emily rolls the fewest nat 1s! Murph has rolled more nat 20s than Lou, but he also rolled the most dice so he rolls proportionally fewer 20s.
ATTACK ROLLS:
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Gorgug and Fabian go toe to toe in most number of attacks made overall, and both get to make multiple attacks per turn. Riz shoots his arquebus a decent amount. Fig and Kristen barely attack, instead relying on spells that require saving throws. Adaine has some offensive spells, as well as an affinity for fisticuffs.
SKILL CHECKS:
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The players roll perception checks more often than any other kind of check, followed by insight and investigation. They don't make any nature or survival checks. As a mystery that takes place in a large town, that absolutely tracks.
ABILITY CHECKS and SAVES:
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Sometimes Brennan asks the players to make a check based on a prime ability score. Not very often though.
The saving throws the players make the most often are Dexterity and Wisdom. They don't roll any Intelligence saves.
DEATH SAVES:
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There is not a single nat 20 death save in Fantasy High season 1.
OTHER ROLLS:
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It is probable that Siobhan made 14 portent rolls — however, she only uses 13 of them. In the house party fight she rolls a d20 three times to see if she is able to use Blink. (Two succeed.) Lou and Emily each make a luck check this season, and in the finale Murph rolls to see if the police get there a total of 10 times. During the fight on the Bloodrush field Emily makes one joke roll to see how gross her spit is. And of course, Ally rolls an absolutely wild nat 20 in part 1 of the finale.
That's it for now! Follow for more Dimension 20 stats, and stay tuned for Bloodkeep.
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sea-buns · 3 months
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Despite all of his failed insight checks across every season, Gorgug is forever the insight guy to me. Which is even more insane considering his wis is 12. But it just suits him so perfectly. Stats be damned, you ask me who my go-to for insight is in that group, I'm gonna say Gorgug almost immediately. And I don't even think that's because he does insight so often—in my head he's just genuinely good at it. In specific circumstances, yes other bad kids are much better suited for it than he is. But Gorgug carries this aura of emotional intelligence and awareness that trounces any other statistical or contextual factor.
Even in the way he prompts things. Like with the connection to Lydia and the red crystals, for example. Any time he poses a question that knocks us all on our asses, it's always in the form of an insight check. It's always insight, even when it's this crazy revelation about some insane magical bullshit that you'd prolly attribute more towards int or arcana. But IN THAT CONTEXT, for HIM, insight makes the MOST sense. It's his thing.
Can barbarians have proficiency in insight? Can artificers? Can barbarian-artificers? Maybe it's odd in a dnd party for the rage-guy to come off as the most emotionally intuitive. But if any one of the bad kids were to have it, I'd assume Gorgug, without question.
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feelingtheaster99 · 3 months
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Fabian falling out the the van TWICE in TWO out of three turns when all he needed to roll on both was a TWO has me CRYING with laughter
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chaoticentitled · 1 year
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ok that's it tell me which witch i need to bribe to lift the brian murphy dice curse NOW
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thevalleyisjolly · 3 months
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Murph's beans being vindicated vs Lou reliving the Whitclaw fight all over again are exactly the cross-season character arcs I'm here for.
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chompe-diem · 1 year
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the alignment of murph's hardline this is insane stance and zac's quiet i can't cope with this bullshit energy can actually be super important-
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quietarchivist · 3 months
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Toxic masculinity is dead! I dance now!
Fabian Seacaster, as played by Lou Wilson. Dimension 20: Fantasy High, Sophomore Year episode 15
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Holy shit. Two nat 1s in a row on two separate player’s death saves. 
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okay so i've been doing some research into whether a "Quangle" is a real thing or something Brennan made up, here's what i've found that seems possibly related
1. There's a poem called "The Quangle Wangle's Hat" which is a fictional story about a creature realizing that life isn't so bad. (definitely a theme that could be covered in fantasy high)
2. There's some statistical math bullshit thing called a Quangle Plot that is defined as "a pictorial representation of a time series". (i'm not great at complex math, but it seems to be a different way to depict change over time when averages are changing. for dimension 20's purposes, this possibly could be related to changing constants, like ages or birthdays)
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thisisnotthenerd · 2 months
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ok it's time for some level updates from the latest episode:
fig faeth:
initial level: lore bard 8, hexblade warlock 2
current level: lore bard 9, hexblade warlock 2
gorgug thistlespring:
initial level: berserker barbarian 7, alchemist artificer 3
current level: berserker barbarian 6, alchemist artificer 5
adaine abernant:
initial level: divination wizard 10
current level: divination wizard 11
fabian seacaster:
initial level: battlemaster fighter 6, swords bard 4
current level: battlemaster fighter 6, swords bard 5
kristen applebees:
initial level: twilight cleric 11
current level: twilight cleric 11
riz gukgak:
initial level: arcane trickster rogue 11
current level: arcane trickster rogue 11
not too many big changes, except for gorgug, who's shifted focus to artificer classes, with an alchemy subclass. on the barbarian side, he loses feral instinct, which grants advantage on initiative, but doesn't lose his rages or any of his current subclass features. on the artificer side he gets 2nd level spells, alchemist's supplies proficiency, and buffs in the form of experimental elixirs.
most of these choices are indicative of what the party has been doing in their classes and the fact that they just had a big battle at the mall. we've seen some discussion of fig not wanting to be a bard, of kristen having to do the leg work of being a cleric, so there may be other major changes.
by my calculations, they got enough XP in the mall fight to be just at the cusp of leveling up. literally 5 XP away for each of them, so i'd say they probably get enough from regular class activities to push them over the edge.
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other mechanics-wise; this season doesn't seem like it's going to be quite like freshman year in terms of how the bad kids leveled up; they have more to do in school, as well as specific social responsibilities that prevent them from just going around town and popping off. battles are likely to be much more complicated, instead of pure hit point sinks. not that they were in the first place, but they're dealing with a lot more. they also have a lot more downtime, much like in the unsleeping city chapter ii, but they are making a bunch more rolls for what they're doing with that downtime in order to simulate the stress of the scenario.
so, i think it's going to be a major progression season, but they're only going from level 10 to ~level 13-14. they may do something like tucii and go from 10-12. we've already seen the night yorb battle and synod battle; we have yet to see the thistlespring tree (folk festival), the ship (probably fabian's house, as referenced by the cloud engine thing), or the graveyard (cravencroft, just outside of mordred manor).
i have a feeling that the stress tokens are going to be like an elevated version of what brennan did with the red tokens from neverafter; the more stress they take on from letting things slip, the harder it is for them to be emotionally stable and contain the rage of existence in junior year. maybe something that can be used to inflict disadvantage on wisdom checks for the rage stars?
anyway, that's all for this update!
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percentageweirdo · 10 months
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Box of Doom stats for Fantasy High season 1!
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dimension20pcbracket · 3 months
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round 1 statistics
hi, gamers! while we wait for the round 2 polls to close, here are some interesting stats and tidbits from round 1 that I noticed :)
total votes: added up, the 52 polls in round 1 had a total of 28,221 votes. holy shit!
largest percentage of votes: sometimes the polls were tight, and other times they were... not. the top 5 most decisive winners were:
Fig Faeth (93.6%)
Kingston Brown (93.2%)
Sofia Lee (90.3%)
Chirp Featherfowl (89.7%)
Pete Conlan (88.8%)
the thinnest margin of victory to eke out a win went to Rue, who beat Amethar Rocks with a slender 52.2% of votes. notably, Rue kept up the trend in round 2, with their even slimmer 50.2% defeat of Gerard of Greenleigh, so it will be interesting to see if they're able to keep clinging on through round 3.
polls with the most votes: some polls really got you fired up, and brought Dimension 20 fans running in droves to vote for their faves...
Lapin Cadbury v Pinocchio with an unparalleled 1,636 votes
Squak Airavis v Kristen Applebees (838 votes)
Sam Nightingale v Colin Provolone (818 votes)
Katja Cleaver v Prince Andhera (767 votes)
Kingston Brown v Gangie Green (718 votes)
... while other polls had less fanfare. polls with the least votes:
Tuti IV v Maggie (347 votes)
Vicar Ian Prescott v Bob (388 votes)
Saccharina Frostwhip v Megan Mirror // Twyla v Marcid the Typhoon (392 votes each)
Bean v Amangeaux Epicée du Peche (409 votes)
Sunny Biscotto v Binx Choppley (416 votes)
it may not surprise anyone to know that it looks like none of the winners of these least-voted-on polls will be advancing to round 3; it seems the passion isn't there for these particular PCs :/
winning PCs with the most individual votes:
Lapin Cadbury (851 votes)
Kingston Brown (669 votes)
Fig Faeth (573 votes)
Evan Kelmp (509 votes)
Kristen Applebees (487 votes)
winning PCs with the least individual votes:
Maggie (255 votes)
Bob (260 votes)
Sam Black (269 votes)
Cody Walsh (274 votes)
Gunnie Miggles-Rashbax (285)
evidently, individual votes accrued in round 1 aren't a great basis for predicting future success - Kelmp was the fourth most-voted for PC in round 1 but won't be making it to round3, and Gunnie was the fifth least-voted for character in round 1 but on track to head into round 3 by a pretty decent margin.
campaign stats:
the most to least successful campaigns, by % of characters that won their round 1 polls:
Fantasy High: 100% (6/6)
Misfits and Magic: 100% (4/4)
A Starstruck Odyssey: 83.3% (5/6)
A Court of Fey and Flowers: 83.3% (5/6)
The Unsleeping City: 77.8% (7/9)
A Crown of Candy: 75% (6/8)*
The Seven: 66.7% (4/6)
Neverafter: 66.7% (4/6)
Mentopolis: 66.7% (4/6)
Burrow's End: 66.7% (4/6)
Coffin Run: 25% (1/4)
Dungeons and Drag Queens: 25% (1/4)
The Ravening War: 20% (1/5)
Escape from the Bloodkeep: 16.7% (1/6)
Pirates of Leviathan: 16.7% (1/6)
Tiny Heist: 0% (0/6)
Mice and Murder: 0% (0/6)
Shriek Week: 0% (0/4)
*ACOC: while Amethar was passes on to round 2 to compete against Pinocchio, he did lose his initial poll against Rue. if we included Amethar as a winner, ACOC would have a considerably higher 87.5% success rate, making it the third most successful campaign overall.
it's definitely interesting to see how the success of various campaigns has changed over round 2! Fantasy High stays strong, while the MisMag crew has been wiped out, and several campaigns have lost all of their remaining PCs. it'll be exciting to see how the numbers look when all of the final votes for round 2 are in.
thank you all so much for playing along with this bracket! I hope you're all still having fun and are getting hype for round three :)
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thecreaturecodex · 1 month
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Siktempora, Love
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Image by Brian Despain, © Paizo Publishing. Accessed on Archives of Nethys here
[The last of the siktemporas, and the last monster I had in reserve before shit started really going down at work in the last couple of weeks. I've been so busy playing "Guess Which Students Are Nazis" that I haven't gotten a lot of writing done. So I'm hoping for another new monster by Friday, but I make no guarantees.]
Siktempora, Love CR 16 NG Outsider (extraplanar) This creature appears to be two smallish humanoid fused together, with three legs, two arms and two heads. Its heads are featureless except for a hint of blush about the cheeks. The creature wears fine clothing, albeit in an exotic style, and carries a crossbow in each hand.
Love siktemporas are among the most benevolent of this class of temporal outsiders. They are formed by the impressions of great love that imprints on the fabric of the Dimension of Time. Romantic love is usually the catalyst of a love siktempora’s creation, but not exclusively. They are powerful combatants, capable of starting or ending wars, but are compassionate and fight to protect rather than out of aggression. They are also excellent diplomats and counselors, although they have to use their telepathy to communicate rather than speak.
A love siktempora can create crossbow-like structures at will and fire bolts of emotional energy. Those struck by a love siktempora’s emotional bolt, or who raise a hand to strike the creature, are temporarily overwhelmed by a feeling of intense love and peace. Oftentimes, this emotional cue is enough to start negotiations–a common tactic of a love siktempora is to fire its bolts into multiple enemies at once, and then propose an end to hostilities while its foes are still reeling. If negotiations fail, however, a love siktempora will not hesitate to kill to protect what they love. Love siktemporas are capable of enhancing their allies with telepathic music, but cannot themselves benefit from such abilities. Love siktemporas’ abilities do not affect other siktemporas, as the whole lineage is immune to mind-influencing effects, and love siktemporas may seek allies among mortals or celestials if they find themselves in conflict with crueler siktemporas. 
Love Siktempora            CR 16 XP 76,800 NG Medium outsider (extraplanar, good, siktempora) Init +15; Senses darkvision 60 ft., Perception +33
Defense AC 32, touch 26, flat-footed 22 (+9 Dex, +1 dodge, +6 insight, +6 natural) hp 230 (20d10+120); fast healing 20 Fort +13, Ref +19, Will +18 DR 15/evil or orichalcum; Immune disease, mind influencing effects, pain, poison Defensive Abilities deflect aggression (6/day), temporal sense 
Offense Speed 50 ft., air walk Melee 2 claws +24 (1d6+4) Ranged 4 emotional bolts +29 (2d10+9 plus heartsong)  Special Attacks burst of uncanny speed Spell Like Abilities CL 16th, concentration +25 Constant–air walk At will–temporal jaunt
Statistics Str 18, Dex 29, Con 21, Int 18, Wis 23, Cha 28 Base Atk +20; CMB +24; CMD 44 (46 vs. trip) Feats Alertness, Blind-fight, Dodge, Great Fortitude, Improved Critical (emotional bolt), Lingering Performance, Persuasive, Point Blank Shot, Precise Shot,Toughness, Whirlwind Attack (B) Skills Acrobatics +29, Diplomacy +36, Intimidate +36, Knowledge (arcana, planes) +27, Perception +33, Perform (sing) +32, Sense Motive +33, Spellcraft +24, Stealth +32 Languages Aklo, telepathy 500 ft. (cannot speak) SQ bardic performance (43 rounds/day, swift action, inspire competence +4, inspire courage +3, inspire greatness, inspire heroics),telepathic singer
Ecology Environment any land or underground (Dimension of Time) Organization solitary or fellowship (2-5) Treasure incidental 
Special Abilities Bardic Performance (Su) A love siktempora can use some bardic performances as a 16th level bard. Its rounds of use per day are as if it were a 16th level bard. A love skitempora cannot use bardic performances except those listed, such as countersong or distraction, unless it takes levels in the bard class. Burst of Uncanny Speed (Su) On the first round of combat, a love siktempora moves as if it were affected by a haste spell. It can use Whirlwind Attack on this first round of combat as a standard action, making one melee attack at its highest base attack bonus against each opponent within reach. Deflect Aggression (Su) As an immediate action when it is the target of any attack, a love siktempora can grant itself a +2 deflection bonus to AC and take 15 less damage from the attack if it does hit. The creature whose attack triggered this ability is affected by the love siktempora’s heartsong ability. A love siktempora can use this ability a number of times per day equal to its Wisdom modifier (6/day for the average specimen). Emotional Bolt (Su) A love siktempora can fire two emotional bolts as an attack action, and four as a full attack action. This does not provoke an attack of opportunity. Treat these as ranged attacks made with a projectile weapon with a range increment of 80 feet. A creature struck by an emotional bolt takes 2d10 points of piercing damage plus the siktempora’s Charisma modifier, and must save against the siktempora’s heartsong. Heartsong (Su) A creature struck by a love siktempora’s emotional bolt, or that triggers its deflect aggression ability, must succeed a DC 27 Will save or be dazed for one round. A creature affected, whether it succeeds or fails the saving throw, is immune to the heartsong of that siktempora until the end of its next turn. This is a mind-influencing emotion effect. The save DC is Charisma based, and includes a -2 racial penalty. Telepathic Singer (Ex) A love siktempora can use its bardic music abilities telepathically. Creatures must have an Intelligence score of 3 or higher to receive a benefit from the love siktempora’s bardic music.  Temporal Jaunt (Sp) As a standard action, a love siktempora can vanish into the time stream, reappearing in another location. This ability functions as dimension door (so a typical love siktempora can jaunt up to 1040 feet), but the siktempora can take other actions that round after reappearing, and the destination must be in a location the siktempora could reach normally by walking. Temporal jaunts are not true teleportation—the siktempora simply travels to a later point in the time stream—so the ability can be used in areas that bar teleportation effects; however, in such areas a siktempora can travel only a distance equal to its speed. Temporal Sense (Ex) A siktempora can sense all the possible futures of the coming seconds. This grants it an insight bonus on its Initiative checks and to its Armor Class equal to its Wisdom bonus (+6 for a typical love siktempora).
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ihavebeesinmybrain · 9 days
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i wonder if anyone has done the work of tracking every player’s rolls in every episode of dimension 20 and done any math on how different players typically roll, like how much statistical difference is there between ally and murph, for example? i would love to see a spreadsheet of that
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