Hit chance is 50% (a single roll against a flat probability — the XCOM / Hard West / tactical-game model, distinct from the d20-versus-AC math elsewhere on this site). Compared against AC 0: any roll except a natural 1 hits (a nat 1 always misses, regardless of bonus). A natural 20 always crits, regardless of AC. On a hit, deal 1 10-sided die. On a crit, double the damage dice (the 1d10 becomes 2d10); flat modifiers stay the same., plus Hit chance is 50% (a single roll against a flat probability — the XCOM / Hard West / tactical-game model, distinct from the d20-versus-AC math elsewhere on this site). Compared against AC 0: any roll except a natural 1 hits (a nat 1 always misses, regardless of bonus). A natural 20 always crits, regardless of AC. On a hit, deal 1 10-sided die. On a crit, double the damage dice (the 1d10 becomes 2d10); flat modifiers stay the same., plus Hit chance is 50% (a single roll against a flat probability — the XCOM / Hard West / tactical-game model, distinct from the d20-versus-AC math elsewhere on this site). Compared against AC 0: any roll except a natural 1 hits (a nat 1 always misses, regardless of bonus). A natural 20 always crits, regardless of AC. On a hit, deal 1 10-sided die. On a crit, double the damage dice (the 1d10 becomes 2d10); flat modifiers stay the same., plus Hit chance is 50% (a single roll against a flat probability — the XCOM / Hard West / tactical-game model, distinct from the d20-versus-AC math elsewhere on this site). Compared against AC 0: any roll except a natural 1 hits (a nat 1 always misses, regardless of bonus). A natural 20 always crits, regardless of AC. On a hit, deal 1 10-sided die. On a crit, double the damage dice (the 1d10 becomes 2d10); flat modifiers stay the same., plus Hit chance is 50% (a single roll against a flat probability — the XCOM / Hard West / tactical-game model, distinct from the d20-versus-AC math elsewhere on this site). Compared against AC 0: any roll except a natural 1 hits (a nat 1 always misses, regardless of bonus). A natural 20 always crits, regardless of AC. On a hit, deal 1 10-sided die. On a crit, double the damage dice (the 1d10 becomes 2d10); flat modifiers stay the same.
min 0
max 50
mean 13.75
55/4
P(finish at 25 HP) =
9.13%
0
3.13%
1
1.56%
2
1.88%
3
2.22%
4
2.60%
5
3.01%
6
3.45%
7
3.94%
8
4.46%
9
5.03%
10
5.64%
11
4.73%
12
4.80%
13
4.83%
14
4.81%
15
4.73%
16
4.60%
17
4.40%
18
4.13%
19
3.79%
20
3.37%
21
2.87%
22
2.59%
23
2.31%
24
2.03%
25
1.76%
26
1.50%
27
1.25%
28
1.02%
29
0.82%
30
0.65%
31
0.51%
32
0.41%
33
0.32%
34
0.25%
35
0.19%
36
0.14%
37
0.10%
38
0.07%
39
0.05%
40
0.03%
41
0.02%
42
0.02%
43
0.01%
44
0.01%
45
0.00%
46
0.00%
47
0.00%
48
0.00%
49
0.00%
50
0.00%