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General Tabletop Discussion
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Removing the Critical Hit, Using Exploding Dice
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<blockquote data-quote="Ovinomancer" data-source="post: 7855110" data-attributes="member: 16814"><p>The ranges you're talking about don't usually exist in game, though, so, as I said, not a terribly useful metric. </p><p></p><p>Also, I used SD above for a single die, I shouldn't have as the distribution of exploded dice is not normal. It holds pretty well for multiple dice, though, as that distribution approaches normal quickly. Actually doing stats on single die is, well, lost in the recesses of my education. I vaguely remember something about dealing with skewed distributions using log functions to get a normal distribution, but that was for skewed normals, which the single d6 roll is a stepped function... meh, it's ugly. Long and short, though, is that you should be very careful when comparing mean of a d6 to the mean of the exploding d6 -- they're not in the same family of things.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7855110, member: 16814"] The ranges you're talking about don't usually exist in game, though, so, as I said, not a terribly useful metric. Also, I used SD above for a single die, I shouldn't have as the distribution of exploded dice is not normal. It holds pretty well for multiple dice, though, as that distribution approaches normal quickly. Actually doing stats on single die is, well, lost in the recesses of my education. I vaguely remember something about dealing with skewed distributions using log functions to get a normal distribution, but that was for skewed normals, which the single d6 roll is a stepped function... meh, it's ugly. Long and short, though, is that you should be very careful when comparing mean of a d6 to the mean of the exploding d6 -- they're not in the same family of things. [/QUOTE]
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Removing the Critical Hit, Using Exploding Dice
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