About the Forge

Articles

Forum

Reviews
Welcome,
Guest
. Please
login
or
register
.
March 30, 2017, 02:44:24 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
46709
Posts in
5588
Topics by
13298
Members Latest Member:

Nicholas Mizer
Most online today:
46
 most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Forums
General Forge Forums
Game Development
New dice mechanic
Pages: [
1
]
« previous
next »
Author
Topic: New dice mechanic (Read 6782 times)
Falendor
Registree
Posts: 1
New dice mechanic
«
on:
May 24, 2012, 12:29:00 AM »
Ok so my goal with this mechanic is to have any dice roll have any number between zero and infinity be roll able, and the average be controlled by the players score (stat + skill).
You have a score (Stat + skill), you pick up that many dice of any size or combination of sizes from D4, D6, D8, D10 and D12. roll them.
All 1s you rolled on the dice add 0 to your result, all dice that rolled between 2 and the dices maximum number add 1 to your result, and all dice that rolled the highest number that dice can roll adds 1 to your result and allows you to roll an additional dice of the same size and add it to your dice pool.
my theory is that regardless of the dice size the average will will always be 1 per dice. the size will just change the pitch of the bell curve. I do not have the math skills to prove this, and my friends have found ways of showing its anything from 0.99999 to 1.8. so i turn to the power of the internets.
if my discription confused you here is a cheet sheet
Dice/add 0/add 1/add1 and another dice
D4/1/23/4
D6/1/25/6
D8/1/27/8
D10/1/29/0 or 10
D12/1/211/12
Logged
fodazd
Member
Posts: 12
Re: New dice mechanic
«
Reply #1 on:
May 26, 2012, 08:54:25 AM »
Yes, the expected value for this mechanic is in fact 1 regardless of the used die. To prove that, you can just substitute the additional die with a flat one and calculate the expeced value that (one). However, since the operator for the expected value is linear, you can exchance any constant expression with another roll that has the same expected value. So if you define a roll D4* = {0, 1, 1, 2} and know the expected value of that is one, you can be sure that D4 = {0, 1, 1, 1+D4*} also has an expected value of one. This way, you can define a series with a finite number of D4rolls before you break with a constant number of two instead of 1+D4, and the expected value will be one for all of them. Now, you can move that Limit out to infinity. A very similar proof can be formulated for all other dice.
Now, something about the implications of this mechanic:
I once had the same idea... Every value from zero to plus infinity should be rollable. However, that changed after a while. Specifically, after I had formulated some of the details of my system, and then realized that it would break down if people started rolling anything significantly bigger than 100, in a system where 20 would be an average roll and 40 would be a very good roll. So I changed it to have a fixed "maximum roll" for any given stat value.
Logged
My name: Nico
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:

General Forge Forums

=> Actual Play
=> Game Development
=> Independent Publishing
=> Last Chance Game Chef
=> Site Discussion

Archives

=> Guide to the Archives

Independent Game Forums

=> Adept Press
=> lumpley games

Inactive File

=> Endeavor: Ronnies 2011
=> Endeavor: Game Chef 2010
=> Endeavor: Game Chef 2011
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Half Meme Press
=> Universalis