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None of them are physically impossible to be seen. Until the universe actually dies a heat death all of them are possible, albeit extremely unlikely.
And even then they may show up in other potential universes. We have no idea if reality is infinite or not, so it is possible that all of them *have* been seen infinite numbers of times.
Also no one is assigning probabilities after the fact, we are saying what the probability was of getting the result we got before the fact.
As we approach the end of a particular sequence the probability of that sequence continues to grow until it hits 100%, but before we started to roll it would have been 0.01^10,000.
We are extremely unlikely to predict a chain of d100 rolls even 3 or 4 long, but that does not mean that our prediction before the fact was any less likely than what was actually gotten. We just guessed the wrong one from the bag of <unknowable number> sequences.
Some might even appear twice or more times.
The point is you can't exclude any of the candidates before you have exhausted all rolls in the universe, and you can't predict when a specific one will appear if it is part of those that do.
This is the fundamental misunderstanding people are falling victim to here, I can only assume this is because our brains desperately want to assign some form of order here where there is none.
Getting chains of luck that poor is possible. Statistically unlikely but possible. Thats why Karmeric dice is on by default. Its supposed to help prevent getting chains of really bad luck or really good luck so the player feels less friction with the randomness of the D20 system.
The D20 system is something I am not totally convinced translates well into video games. As I have said in the past when you are sitting down with your friends playing D&D, the DM isn't really out to kill you they want to progress the story. They wont hold your hand but if you are getting terrible rolls all day/night they may cut you some slack. A video game isnt gonna do that. Rolling poorly can also create some really funny and memorable moments for players playing D&D but in a video game it often just means players get frustrated.
Not that familiar with D&D rules, but is that maybe just accounting for a saving throw of the target that might be "critical success"?
I mean, if doing this properly the game should show your chance to hit, and only after you commit it should roll for the hit, and then if hit roll saving throws, at least that is what I would implement intuitively.
WRONG
Nat 1's auto fail, nat 20's auto succeed.
There is only ever one roll made on some sort of effect, either an attack or a save.
Attacks will always hit on a 20 no matter how high or low you attack is, and always miss on a 1. Saves always succeed on 20, and always fail on 1. So the maximal chance you can ever have is a 95% chance to hit, and the minimum chance you can have is a 5% chance to hit.
The number of rolls you need for all of them to be seen is much, much, much, much greater than the time you have until the heat death of the universe. Even if you make one roll per plack unit of time.
"we don't know therefore I'm right".
How about we stick to what we do know? Just a thought.
Yes, I mean the percentage the game is showing, I think I recall seeing 89% a lot on "advantage" stealth attacks a lot.
Again, not familiar with the rules at all, but I'm assuming it is trying to convey more than just the chance to hit in that number, like chance to hit and the target not succeeding in any evasion skill?
1: You do see them constantly. Every 10,000 d100 rolls is a sequence that had that exact chance before it happened. The fact that the sequences we get seem unimportant to you is a personal perception thing. A sequence that seems more random is not inherently more likely than a sequence that seems ordered, both are equally random. The order is an imposition we put on it.
d100 is a pretty normal roll as it is the basis of our percentile system, there are going to be a LOT of 10,000 long sequences happening just on Earth, all of which were equally unlikely before they happened. So, yeah, it will not take infinite time to see one in the universe, there are probably an uncountable number happening every second in the whole universe.
2: That was a thought experiment, I did it to demonstrate that an arbitrary time limit like the end of our universe is pointless for the discussion. We do not know how many rolls will happen before that, and technically we do not even know if that will happen. We have no idea which sequences will be seen before any arbitrary time in the future is met. We do know that. given infinite time, and infinite number of each sequence will be seen.
Oh yeah, sorry I misunderstood you. That is exactly what is happening, aside from the evasion skill thing.
If you have a 90% chance of success, that means you have a 10% chance of missing.
So advantage fails only when both land in that 10%, so .1*.1 = .01, or a 1% chance of miss. So a 99% chance to hit. (You roll two d20's for advantage, take the higher, and for disadvantage you do the same but take the lower.)
However, attack rolls do not have saving throws and saving throws do not have attack rolls for a single effect. A spell can have both an attack roll and a saving throw on 2 *different* effects, (as in the spell does 2 things) in older editions, but I am not sure if that is present in 5e.
Basically you should only ever roll a d20 once per effects unless you have advantage or disadvantage, and in those cases you just roll 2, but only keep one.g
Edit for Clarity:
Attacks cause the attacker to roll a d20 against their targets AC (Armor Class). If they meet it or beat it, the attack succeeds and it's affect happens.
Saves cause the *defender* to roll against the attackers Save DC (Difficulty Class). If they meet or beat the Save DC, they effect either fails or has a lesser effect, depending on the spell or effect.
You only ever do one of these.
The thing is we don't need to see all of them, in fact this whole discussion is about seeing just one.
This is a very real issue in cryptography, where certain algorithms are vulnerable to specific random numbers you might draw from a RN source. While they are extremely unlikely to get, discarding these is not uncommon.
We have a lot of buffs as well in game that help get within success sequence not to mention karmic dice if one chooses.
advantage will take the highest possible number and use that to determine.