Psionicist
Explorer
In our group we have this peculiar green d20 that rolls 17 about 45% of all rolls. We also have an oddly shaped d6 with the annoying behavior of rolling 1 or 2 all the time. Superstitious people will call this lucky die, bad karma or whatever. I call it a fault in the manufacturing process, and I want to create a method how to find these faulty dice so only trustworthy and random ones are used in play.
A lucky die (such as our magic green d20) can transform the most worthless character, monster or NPC into something very mean, not to say devasting in hands of a DM when the encounter is already meant to be challenging for the poor PCs. As the current DM owns this particular d20, and I often use the bad d6, the problem is obvious. In a rules heavy campaign where you cannot, for example, stand up from prone and not provoke an AoO, I think it's odd that broken die are allowed whereas the most obscure actions that break the rules are not.
I am now mathematically trying to derive a fast and simple method and algorithm to find broken as well as balanced die, and I would like some suggestions how to achieve this.
One of the most obvious methods is of course rolling a particular die as many times as possible to check if each side is responsible for an equivalent percentage of the total outcome (say a d20 where 4-6% are 1:s, 4-6% are 2:s, 4-6% are 3:s and so on…). The questions are then, how many times one should roll, how to decide if a die is good or bad based on the figures, finding the right fault tolerance (as no die is 100% perfect today or for the matter that no one wants to roll more than say 50 times to determine the characteristics of the die) and so on and so forth.
All ideas and comments appreciated.
A lucky die (such as our magic green d20) can transform the most worthless character, monster or NPC into something very mean, not to say devasting in hands of a DM when the encounter is already meant to be challenging for the poor PCs. As the current DM owns this particular d20, and I often use the bad d6, the problem is obvious. In a rules heavy campaign where you cannot, for example, stand up from prone and not provoke an AoO, I think it's odd that broken die are allowed whereas the most obscure actions that break the rules are not.
I am now mathematically trying to derive a fast and simple method and algorithm to find broken as well as balanced die, and I would like some suggestions how to achieve this.
One of the most obvious methods is of course rolling a particular die as many times as possible to check if each side is responsible for an equivalent percentage of the total outcome (say a d20 where 4-6% are 1:s, 4-6% are 2:s, 4-6% are 3:s and so on…). The questions are then, how many times one should roll, how to decide if a die is good or bad based on the figures, finding the right fault tolerance (as no die is 100% perfect today or for the matter that no one wants to roll more than say 50 times to determine the characteristics of the die) and so on and so forth.
All ideas and comments appreciated.