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Rolled character stats higher than point buy?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6871336" data-attributes="member: 6790260"><p>To <em>roll</em> it? Yes, absolutely, you'll be rolling for bloody ages to make that rule work. But the odds of <em>rolling</em> it <em>do not matter</em> for what ACTUALLY hits the table--which is what I've been talking about this entire time. Things that won't ever see the light of play because you won't use them <em>do not matter</em>, the only thing that matters is the average and distribution of stats that ACTUALLY get used (or at least COULD get used). If you look at a random sampling of "actually used" rolls, the averages will be higher, and the probability of having better stats <em>will</em> go up--the two are intertwined facts.</p><p></p><p></p><p></p><p>I'm not really sure what you're saying here--I have an idea but it...doesn't actually seem relevant to the discussion at hand, so I feel like I'm missing something. Could you rephrase?</p><p></p><p></p><p></p><p>I don't care about the probability of being <em>generated</em>. I care about the probability of <em>having</em> good stats vs. not having good stats--which absolutely depends on what things you reject. Because if the average result changes, that is equivalent to saying the probabilities change. You can't have a different average result if the probabilities and options are completely identical--that's the <em>definition</em> of expected value, ΣP(x[SUB]i[/SUB])*x[SUB]i[/SUB] (i=1 to n) = x̅.</p><p></p><p>The average result of 4d6k3 is fixed. The average of "4d6k3, apply some extra rules, ignore all results that don't work with those rules" is also fixed--and different. I literally showed that with actual data earlier.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6871336, member: 6790260"] To [I]roll[/I] it? Yes, absolutely, you'll be rolling for bloody ages to make that rule work. But the odds of [I]rolling[/I] it [I]do not matter[/I] for what ACTUALLY hits the table--which is what I've been talking about this entire time. Things that won't ever see the light of play because you won't use them [I]do not matter[/I], the only thing that matters is the average and distribution of stats that ACTUALLY get used (or at least COULD get used). If you look at a random sampling of "actually used" rolls, the averages will be higher, and the probability of having better stats [I]will[/I] go up--the two are intertwined facts. I'm not really sure what you're saying here--I have an idea but it...doesn't actually seem relevant to the discussion at hand, so I feel like I'm missing something. Could you rephrase? I don't care about the probability of being [I]generated[/I]. I care about the probability of [I]having[/I] good stats vs. not having good stats--which absolutely depends on what things you reject. Because if the average result changes, that is equivalent to saying the probabilities change. You can't have a different average result if the probabilities and options are completely identical--that's the [I]definition[/I] of expected value, ΣP(x[SUB]i[/SUB])*x[SUB]i[/SUB] (i=1 to n) = x̅. The average result of 4d6k3 is fixed. The average of "4d6k3, apply some extra rules, ignore all results that don't work with those rules" is also fixed--and different. I literally showed that with actual data earlier. [/QUOTE]
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