mamba
Legend
I know that, I just did not bother to find numbers where they do.... that is why I explained what I was looking forthose don't... 2.5×6=15, 4×3.5=14... the ranges are 6-24 vs 4-24... but 4d6+1 gives 5-25, average 15...
I know that, I just did not bother to find numbers where they do.... that is why I explained what I was looking forthose don't... 2.5×6=15, 4×3.5=14... the ranges are 6-24 vs 4-24... but 4d6+1 gives 5-25, average 15...
Does it? It always boils down to roughly 0.6 points more, doesn't it? So 3d6 will be better than 3d4, exploding or not.
I can see wanting say 6d4 over 4d6 (or whatever gets the same average without exploding), but unless you make it up in numbers...
They're infinite series.An individual d4 has a 25% chance to roll its max value, while a d6 only has a rough 16% chance to fo so, and it gets lower from there.
They're infinite series.
For a d4, the expected value is 2.5 + 1/4 * 2.5 + . . . , = 10/3 (= approx 3.3). Exploding is adding just over .8 to the average.
For a d6, the expected value is 3.5 + 1/6 * 3.5 + . . . , =4.2. Exploding is adding exactly .7 to the average.
For a d8, the expected value is 4.5 + 1/8 * 4.5 + . . ., = 36/7 (= approx 5.14). Exploding is adding over .6 to the average.
For a d10, the expected value is 5.5 + 1/10 * 5.5 + . . ., = 55/9 (= approx 6.1). Exploding is adding just over .6 to the average.
For a d12, the expected value is 6.5 + 1/12 * 6.5 + . . ., = 78/11 (= approx 7.1). Exploding is adding just under .6 to the average.
Exploding is interesting in the way that it creates the possibility of low probability unlimited results. But it doesn't really change the balance between dice.
I thought that by exploding you mean on a 4 on d4, you get to roll again and add, and if that is a 4 you get to roll again and add again. And similarly for the larger dice.Note that by exploding Im referring explicitly to just rolling the max value, not any additional damage rolled or anything like that.
Yes, that's what is commonly called exploding dice. Interestingly (at least to me), Hackmaster has slight variation. If a N-sided dice explodes, you roll a (N-1)-sided dice for all successive rolls. This avoids a "jump" in the distribution by not skipping "N" as a possible result. With this mechanism, the expected value rises exactly by 0.5 for all values of N.I thought that by exploding you mean on a 4 on d4, you get to roll again and add, and if that is a 4 you get to roll again and add again. And similarly for the larger dice.
That's what I've calculated.
yes, the chance obviously gets lower, but unless the goal is to just roll the highest number, that does not matter.An individual d4 has a 25% chance to roll its max value, while a d6 only has a rough 16% chance to fo so, and it gets lower from there.
And that percent chance should, unless I am completely misunderstanding math (possible, I am an english major not a mathmetist), stay constant no matter how many dice you're rolling.
but unless the goal is to just roll the highest number