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Old 03-15-2018, 10:31 PM   #1
Jim Kane
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Join Date: Mar 2018
Default An Even MORE BLASPHEMOUS Polyhedral Dice Concepts for TFT

"Beware all ye who enter unto here..." Here is an old chestnut I published way, way back when. I have resurrected this piece from deep within my filing cabinet for your perusal; as Ty's post caused my to recall this one - so you can blame him for it being on here now. LOL!

3/16/2018: EDIT NOTE: This piece discusses using TWO DIFFERENT Polyhedral dice TOGETHER in combination (i.e. Throwing a D4 AND a D8 together when rolling for a result in TFT, not just one polyhedral)

WHAT HAPPENS WHEN YOU COMBINE POLYHEDRAL DICE OF DIFFERENT VALUES AS A SUBSTITUTE FOR THE "D6s" USED IN THE FANTASY TRIP?

Considering the case of "1d6-1":

We get the following possible outcomes, when we combine together, in one roll, a D2 with a D3: 1+1, 1+2, 1+3, 2+1,2+2, 2+3. Meaning the combination gives us a range of expected outcomes, ranging from 2-5, expressed as Possible Outcomes: 2,3,3,4,4,5; or: D2+D3 = (2) 16.66% (3) 33.33% (4) 33.33% (5) 16.66%; with an average result of 3.5 (being the same as the average of unmodified 1D6).

In game terms, we can think of, or apply, this specific combination as an overall 66% chance of an average result occurring, including a 50% variance between a slightly augmented average outcome (4 vs 3.5), and a slightly diminished average outcome (3 vs 3.5), and a 16.66% chance of a minimum value result (2 vs 3.5), and a 16.66% chance of a maximum value result (5 vs 3.5), including a 50% variance between those two specific cases - and a 33.33% chance of a Min/Max (m/M)result occurring.

Expressed colloquially, one could say the odds are 2:3 (66%) that the event being tested will have an average successful result with an equal chance (50%) of ending up with a slightly greater than expected average result, or resulting in a slightly less then successful result of the average expectation; furthermore, there is a 1:6 (16.66%) chance of a wildly successful outcome, and equally (50%) a 1:6 chance (16.66%) of a wildly less than successful outcome occurring outside of the average expectation.

Next, let us compare the D2+D3 to that of a D5, D6-1, and D4+1:

D2+D3,,,D5,,,D6-1,,,D4+1

AVERAGE: 3.5,,,3,,,2.5,,,3.5
RANGE: 2-5,,,1-5,,,0-5,,,2-5
VARIANCE: +/- 1.5,,,+/- 2,,,+/- 2.5,,,+/- 1.5
TOT OUTS: 4 (6),,,5,,,6,,,4
CENTER %: 66.66%,,,60%,,,50%,,,50%
MIN/MAX%: 33.33%,,,40% ,,,50%,,,50%
HIGH OUT: 16.66%,,,20%,,,16.66%,,,25%
LOW OUT : 16.66%,,,20%,,,33.33%,,,25%


Informed by the table above, in different situations - and at the Referee's discretion - are best simulated by a specific die (with or without modifiers), or certain dice combinations, more than others - even if the result appears the nearly the same to some people.

All things being equal and all results being of equal likelihood - such as when rolling to see where an oasis might be located when exploring un-mapped desert territory, or when placing a single bet on the outcome of a fair spinning-wheel in an honest game of chance - does then the D5 becomes the die to best reflect this?

3/16/2018 Edit Note: "D5" being it's own linear die, versus "D5" being simulate by roll a D2 + D3 together, and NOT as in a single D5 which is linear in nature (Result = 1 thru 5 inclusive) - JK

When rolling for damage you are inflicting upon an enemy, the D6-1 would ideally be your last choice; as after making your successful 'to hit' roll, and then, rolling zero damage with an edged weapon (1-1=0), is not only a let down, but certainly does not reflect reality in the way WE would like; in our favor. When rolling for damage YOU might incur by way of some random impact, such as falling rubble from above, it is quite possible you might incur "no damage" - even though you were hit. In this case, the D6-1 would be the proper die to use for this type of event and the wild randomness of how much rubble hit you, and how hard.

On paper, statistically speaking, the differences between the D2+D3, and the D4+1 seem negligible; however, it becomes a question of WHICH probability curve best reflects, or simulates, the reality of the gaming situation.

The linear nature (no curve - flat line) of the D4+1 states that: All outcomes are equally possible, with a defined net result occurring; expressed as a positive integer; whereas the parabolic (bell shape) curve of the D2+D3 combination states that: All outcomes are not equally possible, some being more likely than others within an accurate range of variance, and with a net result occurring; expressed as a positive integer.

Consider the example of the Professional Boxer working out on a heavy bag:

If we could scientifically measure the strength of the impact of his blows for a given set - while he is fresh - we would expect to see a very consistent set of scores with very little variance occurring, or at least variance within an expected and believable range. We certainly would not expect him to score: 3,0,0,5,4, as might be the case with the D6-1; or 5,2,2,5,3, which might be the case with the D4+1. However, we would probably expect to see: 5,3,3,5,4, with the D2+D3 combination, tight variance, and Bell Curve applied due to combinations which manifest with the use of two dice.

This was written a looong time ago, and I assume no claim of warranty to it's serviceability in your game LOL!

Last edited by Jim Kane; 03-16-2018 at 04:05 AM. Reason: Addition of Update for clarity
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