InVinoVeritas
Villager
My dice explode every time I roll them. I don't know what's wrong with yours.Agamon said:Okay, smarty pantses, what are the odds your die will explode when you roll it?
For those that don't know, I mean blow up good.
My dice explode every time I roll them. I don't know what's wrong with yours.Agamon said:Okay, smarty pantses, what are the odds your die will explode when you roll it?
For those that don't know, I mean blow up good.
Although it's less intuitive to think about, the math is actually easier, cause you're always adding a number from one through five to a multiple of five, which is simple in our base ten counting system ...Nifft said:My pet peeve with exploding dice is the holes in the distribution. For example, you can't roll exactly 6 on an exploding d6 -- or any multiple of 6.
I came up with something which I've been calling "d5+1" -- on a natural 6, you get 5 + a re-roll. The expected value of any roll is exactly 4, and all results are possible.
Think of it this way:freyar said:Huh, how does that second term work? I must think in too straightfoward a manner.
Yep, and the same as mine other than you separated the non-exploding and exploding "first" roll and I put them together. (Plus you _solved_ the equation unlike lazy meInVinoVeritas said:It's freyar's result, without the geometric series.
Agreed.Nifft said:My pet peeve with exploding dice is the holes in the distribution. For example, you can't roll exactly 6 on an exploding d6 -- or any multiple of 6.
That's exactly how we do it; our term for it is "open-ended roll". We worked out that on any size die the average goes up by 0.5. We used this a lot in one game where critical hits were scaled back to near nothing and instead all damage rolls of any kind were open-ended.I came up with something which I've been calling "d5+1" -- on a natural 6, you get 5 + a re-roll. The expected value of any roll is exactly 4, and all results are possible.
Another trick is to have the reroll number be one less than the max.Nifft said:My pet peeve with exploding dice is the holes in the distribution. For example, you can't roll exactly 6 on an exploding d6 -- or any multiple of 6.
I came up with something which I've been calling "d5+1" -- on a natural 6, you get 5 + a re-roll. The expected value of any roll is exactly 4, and all results are possible.
Cheers, -- N
Holes go away? How do you end up with a value of 5?brehobit said:Another trick is to have the reroll number be one less than the max.
The average stays the same, but the distribution tightens a little and the holes go away.
Well this page answers that quite good in peasant terms http://plato.stanford.edu/entries/qt-quantlog/ . Ofcourse I'm so incredibly smart that I couldn't explain it in terms anyone here would understand so I had to post a link to this page .Agamon said:Okay, smarty pantses, what are the odds your die will explode when you roll it?
For those that don't know, I mean blow up good.
My pet peeve with exploding dice is the holes in the gaming table.Nifft said:My pet peeve with exploding dice is the holes in the distribution.
I think the suggestion was...Nifft said:Holes go away? How do you end up with a value of 5?
All you're doing is pushing the holes around. There are still dips in the PDF, they're just not all zero any more.
Cheers, -- N
Which accounts to about exactly the same thing.interwyrm said:I think the suggestion was...
1
2
3
4
5
6+0
6+1
6+2
6+3
6+4
6+5+0
etc.
You win. 5 is missing, so is 10, 15, etc.Nifft said:Holes go away? How do you end up with a value of 5?
All you're doing is pushing the holes around. There are still dips in the PDF, they're just not all zero any more.
Cheers, -- N
Don't feel bad. I didn't notice about 6 (and 12, 18, etc.) being missing until someone else pointed it out.brehobit said:You win. 5 is missing, so is 10, 15, etc.
By ... rolling a 5?Nifft said:Holes go away? How do you end up with a value of 5?
You ... read his post?Christian said:By ... rolling a 5?