Jeff Wilder
First Post
My knowledge of probability is too basic to handle this, so I was hoping for help.
(1) Assume 4d6, drop lowest, for each roll.
(2) Assume six rolls.
(3) Assume X sets of rolls. (In my case, X would be 4, 5, or 6.)
What will be the average value of a roll for the best (highest) set of rolls?
(4) Same question, but for 3d6 for each roll.
E.g., if one set of rolls generates 9, 12, 13, 13, 15, 16 and another set generates 8, 14, 14, 15, 17, 18, the average value of a roll for the best set (second, in this case) is 14.33.
While the equation would be great, just an answer would be great, too. Brute-force computations would be plenty close enough for my purposes.
BTW, I'm asking because I'm considering moving back to random generation of abilities, combining with boosting players who roll worse up to the level of the player who rolls best. (With limits on how the "boost" is spent.) I truly believe that point-buy is the fairest way to do things, but I like the surprises that can happen with random rolling. So I'm working on a solution to keep randomness but smooth out the disparity in results between players.
(1) Assume 4d6, drop lowest, for each roll.
(2) Assume six rolls.
(3) Assume X sets of rolls. (In my case, X would be 4, 5, or 6.)
What will be the average value of a roll for the best (highest) set of rolls?
(4) Same question, but for 3d6 for each roll.
E.g., if one set of rolls generates 9, 12, 13, 13, 15, 16 and another set generates 8, 14, 14, 15, 17, 18, the average value of a roll for the best set (second, in this case) is 14.33.
While the equation would be great, just an answer would be great, too. Brute-force computations would be plenty close enough for my purposes.
BTW, I'm asking because I'm considering moving back to random generation of abilities, combining with boosting players who roll worse up to the level of the player who rolls best. (With limits on how the "boost" is spent.) I truly believe that point-buy is the fairest way to do things, but I like the surprises that can happen with random rolling. So I'm working on a solution to keep randomness but smooth out the disparity in results between players.