Sorry! Forgot the extra shot on all except the "all sixes" and recursive cases. Results Should be:
Code:Dice Shots 0 1 1 6 2 8.727272727 3 10.55544456 4 11.92669625 5 13.02366151 6 13.9377967 7 14.7213416 8 15.40694348 9 16.01636737 10 16.56484886
A seemingly simple but tricky question. The odds of getting a 6 are 1 in 6 but this is NOT equal to the average number of rolls needed to get a six. To find that, let's look at the odds of NOT getting a six which are 5/6. In one role the odds are:
(5/6) = 5/6 = 83.3%
For 2 rolls:
(5/6) x (5/6) = 25/36 = 69.4%
3 rolls:
(5/6) x (5/6)x (5/6) = 125 / 216 = 57.9%
4 rolls:
(5/6) x (5/6)x (5/6)x (5/6) = 625/1296 = 48.2%
So after 4 rolls you are slightly more than half likely to have rolled a six. Thus half the time you will roll a six in 4 or fewer rolls and half the time it will take more rolls which mean the average is 4 rolls.
The mechanic doesn't work well for its stated purpose, as Morrus said, but there's a certain elegance to it, and it seems to me that there really ought to be somewhere it could apply.
It occurred to me that it might be useful for modeling combat fatigue. In a hand to hand fight, fatigue is a really big deal, but I've never seen a system that modeled it both well and efficiently.
Start with a common "buckets of dice" dice pool system. Characters have a combat rating (say 20) and in an attack that number of d6 are rolled and all 5's and 6's are counted as a "success." Depending on the number of successes, maneuver choices, and defender's actions, things happen.
Now add the fatigue mechanic. All dice showing a 1 are removed from the dice pool and set aside to model fatigue. They become the "fatigue pool." Obviously, the character becomes less effective over time. If a character chooses to not attack in a round (but still defend against any incoming attack) a small number of dice are returned from the fatigue pool to the attack pool. If the character is able to completely rest for a round, a larger number of dice are returned.
Seems like a slick system, but I'd need to actually play test it to see if it's good.
A possible further refinement: the fatigue pool can never be larger than the attack pool. If moving dice from the attack pool to the fatigue pool would result in this happening, the dice are instead set aside, modeling serious fatigue. A long rest is required to restore them.
A possible simplification: rather than using numbered d6's, use special colored dice. Two faces of each are green for success, one is red for fatigue, and the others are white for "nothing."
Thoughts? Anything out there like this now?
As far as I can make out, that makes having a large attack dice pool a disadvantage. The ideal dice pool is 1. Less chance of getting fatigued, and your fatigue pool can't go above 1.
Within the common dice pool system I described, I don't see how having an attack pool of 1 could be an advantage over having, say, 20. More successes is always better. Sure the 20 gets worse over time, but it's still always better than the 1. Unless there's some subtlety to your system I don't know - I haven't seen it.
Well, there's actually three types of "average", and this seems to be a confusion between them.So isn't the average number of times you need to roll 1d6 till you get a 6 just 3.5, not 6? I mean, I know each roll is a 1-in-6 chance, but surely the chance of it taking all 6 rolls (avoiding 6 five times in a row) is low?
Well, there's actually three types of "average", and this seems to be a confusion between them.
The "average" I used (assumed) was the mean - and the mean for a single d6 is definitely 6. That is, if you do the "experiment" (roll 'til you get a 6 and count the rolls) umpteen times, the total nomber of rolls divided by the total number of experiments will be 6. But the distribution is very skewed; most of the experiments will have 4 or fewer rolls - but the odd one will have an infeasibly big number (because you can go on rolling 1-5 forever, in theory).
The median is more what you are thinking of in your post. The median is the number that 50% of the results fall above and 50% of the results fall below; if the distribution is skewed (and this one definitely is) then the mean and the median will be different. In this case it looks like the median is between 3 and 4 (and, since you can't get "half-a-roll" results, it's not really relevant where, precisely, it falls between 3 and 4 - calling it 3.5 is as good an answer as any). As a complete aside (bit of Christmas trivia), there will in principle be pressure for wealth redistribution in a democratic society only as long as the mean income is greater than the median income, since the median vote always wins...
The final type of average is the mode, which is the specific result which occurs more times than any other. My guess is that for the dice scheme you proposed this would be 3, but I haven't done any actual calculation to get that.
Don't think so. I'm giving up for the festivities, now (Merry Christmas, by the way), but the first three medians I get are 3.x, 6.x and 9.x...Yeah, in terms of a game, the useful figure is stuff like "how many rounds do we expect a character counting down from 5d6 to death to survive?"
So would it be a reasonable approximation to simply halve all the figures above? It doesn't need to be spot on, but within a point would be good.
Yeah, in terms of a game, the useful figure is stuff like "how many rounds do we expect a character counting down from 5d6 to death to survive?"
So would it be a reasonable approximation to simply halve all the figures above? It doesn't need to be spot on, but within a point would be good.