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Old 06-11-2013, 09:11 AM   #25
Captain Joy
 
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Join Date: Nov 2006
Location: Heartland, U.S.A.
Default Re: Bell Curve on 1D6 [math]

Quote:
Originally Posted by Landwalker View Post
If you're bothered by 2d distributions...
If you actually like the 2d distribution, you might like my 2d Damage House Rule. Click the button towards the bottom of the page to access these rules. The introductory text reads:
Quote:
For purposes of determining damage, GURPS makes use one or several 6-sided dice. 1d6 gives you a flat random distribution. 2d6 gives you linear up --> peak --> linear down. 3d6 (or nd6 where n >= 3) gives you a bell curve. I.e. when you graph these results, 1d6 is flat, 2d6 looks like a pyramid, and 3d6 looks like a bell curve.

I prefer the distribution given by using two dice. Also, I want the minimum possible damage to be about 15% average and the maximum possible damage to be about 185% average. To that end, the following charts may be used to determine damage.
Myself, I use 2d4-1 instead of 1d6

Last edited by Captain Joy; 06-11-2013 at 09:16 AM. Reason: Trimmed quoted text. Added quote from my house rule.
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