mamba
Legend
it is right, while it explodes once, the second roll only has a 50% chance to add a point. That is why the 16.666 turns into 8.333So it's still not right. And if the single die row is wrong, they probably all are.
it is right, while it explodes once, the second roll only has a 50% chance to add a point. That is why the 16.666 turns into 8.333So it's still not right. And if the single die row is wrong, they probably all are.
Not exactly; it limits the iterations and presents only a limited precision result, thus providing a pretty good approximation.This calculates 6s adding an additional die.
![]()
AnyDice
AnyDice is an advanced dice probability calculator, available online. It is created with roleplaying games in mind.anydice.com
Well yes, I mentioned opposed rolls in my OP.Instead of pitching a dice pool against a fixed target, you could instead pitch dice pool against dice pool.
which increases roll-handling time and reduces reliability of results, IE, more swingy.Instead of pitching a dice pool against a fixed target, you could instead pitch dice pool against dice pool. If each dice represents a 50% chance, then doubling the DC should provide the right number of dice for this new method (ie the second set of dice were the ones that failed). This removes the hard ceiling on which rolls can succeed, although the probabilities will mostly enforce the same outcome it won't be guaranteed.
that's exactly what I do in the link I provided upthread. I like it a lot better in practice compared to just counting successes. It makes things more swinging and unpredictable, which I like.Instead of pitching a dice pool against a fixed target, you could instead pitch dice pool against dice pool.
I think that is success on 2 faces, failure on 3.in a six sided dice, with success on 3 faces and explosion on 1 face... it would make the Probability Generating Function like this:
f(z) = 3/6 + 2z/6 + zf(z)/6
My maths is weaker than yours. The way I would work this out is that there is a 1/3 chance of 1 success from one die, plus a 1/6 chance of an explosion with an ensuing 1/2 chance of no more successes, equalling a 1/12 chance of 1 success via that pathway.50% for 0 successes
41,67% for 1 success
When dealing with smaller outcomes these logical aproacches work best! Use a boot to kill a bug, not a granade!My maths is weaker than yours. The way I would work this out is that there is a 1/3 chance of 1 success from one die, plus a 1/6 chance of an explosion with an ensuing 1/2 chance of no more successes, equalling a 1/12 chance of 1 success via that pathway.
A crit is still a success, that's why we break the 3/6 in to two parts, 2/6 and nothing happens, 1/6 and the dice explodes while still giving you a success. The only ways to get a single success are either by rolling 2/6 (success but no crit) or by 1/6 of critting and still missing on the explosion diceI think that is success on 2 faces, failure on 3.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.