1d10 x 1d10

If we are "off-target" when we cast teleport, we end up a distance from our intended target equal to 1d10 x 1d10 percent of the distance we intended to teleport. Interesting, why don't we just roll d%? Is there a difference between 1d10 x 1d10 and d%?

Does rolling 1d10 x 1d10 generate numbers between 1 and 100, excluding prime numbers larger than 10?
 

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Cadence

Legend
Supporter
1, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 8, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 12, 12, 12, 12, 14, 14, 15, 15, 16, 16, 16,18, 18, 18, 18, 20, 20, 20, 20, 21, 21, 24, 24, 24, 24, 25, 27, 27, 28, 28, 30, 30, 30, 30, 32, 32, 35, 35, 36, 36, 36, 40, 40, 40, 40, 42, 42, 45, 45, 48, 48, 49, 50, 50, 54, 54, 56, 56, 60, 60, 63, 63, 64, 70, 70, 72, 72, 80, 80, 81, 90, 90, 100
 

briggart

Adventurer
With 1d10 x 1d10, you can't generate a multiple of any prime number larger than 10, e..g. 22 = 11 x 2 so there's no way to get that by multiplying two numbers in 1-10 range. In addition, you have an uneven distribution of result, e.g. there's 1% chance of getting 100 (10x10), but a 3% chance of getting 4 (1x4,4x1,2x2).
 

FitzTheRuke

Legend
As you can see by @Cadence's set, there are only 20 results (out of 100) that are 50+ (And therefore 80 that are under 50). Heck, there are 35 of 100 that are 15 or under! The median is 24.
 

I wonder if the developers knew what they were doing when they chose this multiplication method of generating a percentage. The distribution is highly skewed away from being "on target".
 


MarkB

Legend
I wonder if the developers knew what they were doing when they chose this multiplication method of generating a percentage. The distribution is highly skewed away from being "on target".
Not that highly. It's skewed well towards you winding up less than 50% of the total distance away from the target.
 


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