"New" task resolution

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jdizzy001
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"New" task resolution

Post by jdizzy001 »

This isn't for cnc, per se, but while I was looking thru my copy of the hobbit adventure board game I took note of how they resolve tasks. 2d6. After rolling your 2d6 you multiply the 2 results together and add your relevant modifiers. I say it's "new" because rolling a number and adding modifiers to be a TN is far from new ;). Regardless, I like it because you can generate 18 different numbers on 36 possibilities. It also provides a true bell curve of probabilities as opposed to a flat curve offered by a single d20.

I'm not advocating it over another form of task resolution, it is just something cool that I found and thought I'd share.
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Arduin
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Re: "New" task resolution

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Bell curve or linear. It all comes down to what % change you want...
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Treebore
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Re: "New" task resolution

Post by Treebore »

D20 still creates a bell curve. Just sayin.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Sir Ironside
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Re: "New" task resolution

Post by Sir Ironside »

Treebore wrote:D20 still creates a bell curve. Just sayin.
How? Your chances of rolling a 1 to 20 is still 1 in 20 (5% for each number.)
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Dracyian
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Re: "New" task resolution

Post by Dracyian »

According to statistical theory the only time you will get a bell curve is when you have more than one die

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Re: "New" task resolution

Post by Treebore »

Roll a D20 a few hundred times, you'll see.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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alcyone
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Re: "New" task resolution

Post by alcyone »

Actually, punch 1d6*1d6 into anydice, you don't get a curve, you get something jagged. Or at least it's not a bell curve if it's ordered.
As far as Treebore's comment, I don't see how a d20 is a bell curve no matter how many times you roll it. I am missing something. Unless you are just saying, it will because real dice aren't fair or perfect.
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Sir Ironside
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Re: "New" task resolution

Post by Sir Ironside »

Treebore wrote:Roll a D20 a few hundred times, you'll see.
Throw a d20 a few hundred times and you can get a flat line, spikes or bell curve. That is just chance not mathematics.

So, still awaiting on an answer.
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jdizzy001
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Re: "New" task resolution

Post by jdizzy001 »

Sir Ironside wrote:
Treebore wrote:Roll a D20 a few hundred times, you'll see.
Throw a d20 a few hundred times and you can get a flat line, spikes or bell curve. That is just chance not mathematics.

So, still awaiting on an answer.
It's statistics, not math ;).
Treebore wrote:D20 still creates a bell curve. Just sayin.
Sorry tree, a single d20 does not create a bell curve. Each value has an independent, equal chance of 5% to be rolled. That means it is statistically impossible to create a bell curve. Now, I would add, if a d20 has a few faces with the same number, multiple 10's or something, then one could create a bell curve with it as the probability of rolling 1 number would be different than another.
Aergraith wrote:Actually, punch 1d6*1d6 into anydice, you don't get a curve, you get something jagged. Or at least it's not a bell curve if it's ordered.
As far as Treebore's comment, I don't see how a d20 is a bell curve no matter how many times you roll it. I am missing something. Unless you are just saying, it will because real dice aren't fair or perfect.


2 3 4 5 6 7
3 4 5 6 7 8
4 5 6 7 8 9
5 6 7 8 9 10
6 7 8 9 10 11
7 8 9 10 11 12
As you can see, there are 36 possible rolls of the two dice. These are all equally probable (P=1/36=0.0278 rounded off). And there are 6 ways to roll 7. The probability of rolling 7 is 6/36 or 0.1667. This illustrates the very basics of probability. When we have y (36) equally likely results, and we want to know the probability that a subset of x (6) of them will occur, then P=x/y. That is the definition of P, the probability that something will happen. The probability that A will happen is written P(A). We can write the probability of rolling a 7 as P(rolling 7)=0.1667. (http://www.jimloy.com/math/probabil.htm)
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Re: "New" task resolution

Post by alcyone »

l must have misunderstood your post...
With 1d6 X 1d6 there are zero ways to roll a 7 .
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Arduin
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Re: "New" task resolution

Post by Arduin »

Aergraith wrote:l must have misunderstood your post...
With 1d6 X 1d6 there are zero ways to roll a 7 .
:o yup tis true.
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jdizzy001
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Re: "New" task resolution

Post by jdizzy001 »

Aergraith wrote:l must have misunderstood your post...
With 1d6 X 1d6 there are zero ways to roll a 7 .
I see what you mean now. Those jagged results aren't pretty, but there is a bell curve to it. It isn't as nice as the one posted above (which is a true 2d6) nor is it one you would want to try and work with in a stats course, but it is a two peaked curve at 6 and 12. Both with an 11% frequency. It's also skewed left.
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Dracyian
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Re: "New" task resolution

Post by Dracyian »

you also can't get 11, you can't get any prime number between 7 and 36 when 1d6*1d6
So you get mini peaks, not a true bell curve per se as aergraith said. It is bell shape over all with 4 peaks, kinda the great pyramids of giza with a toss in of small hill

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