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Probability Distribution of Dice
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<blockquote data-quote="Lord Zardoz" data-source="post: 781536" data-attributes="member: 704"><p><strong>Math vs Brute Force</strong></p><p></p><p>I am one of those happy individuals with very strong math skills (compared to average people) and very strong programming skills.</p><p></p><p>Unfortunately, my math skills are in the realm of geometry type questions (Vector and Matrix multiplication) rather then statistics.</p><p></p><p>This is one of those probems that can either be worked out through math equasions, or by brute force. For calculating the odds of most dice based roll results, I tend to rely on brute force algorthims written in C / C++.</p><p></p><p>The one thing about simply working out the equasions mathematically is that when you add a "Drop the lowest" type of rolling rule, as in the standard 4d6 drop character generation method, you end up with, simple high school algerbra and Calculus just dont cover it.</p><p></p><p>The nice thing about brute force checking is that you dont need to worry about errors in your math. And for most dice combinations, you can brute force them on a "typical" PC in a very reasonable amount of time. Sure, its a boring and repetitive task to manually calculate this, but computers were invented to handle boring and repetitive tasks.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 781536, member: 704"] [b]Math vs Brute Force[/b] I am one of those happy individuals with very strong math skills (compared to average people) and very strong programming skills. Unfortunately, my math skills are in the realm of geometry type questions (Vector and Matrix multiplication) rather then statistics. This is one of those probems that can either be worked out through math equasions, or by brute force. For calculating the odds of most dice based roll results, I tend to rely on brute force algorthims written in C / C++. The one thing about simply working out the equasions mathematically is that when you add a "Drop the lowest" type of rolling rule, as in the standard 4d6 drop character generation method, you end up with, simple high school algerbra and Calculus just dont cover it. The nice thing about brute force checking is that you dont need to worry about errors in your math. And for most dice combinations, you can brute force them on a "typical" PC in a very reasonable amount of time. Sure, its a boring and repetitive task to manually calculate this, but computers were invented to handle boring and repetitive tasks. END COMMUNICATION [/QUOTE]
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