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Dicepools

Started by beejazz, October 18, 2006, 01:59:47 AM

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blakkie

Quote from: beejazzOkay... I know how to calculate average successes for a 6d6 roll under dicepool. Ability score 2 should succeed 2 out of six times. So that means that the average number of successes is two. Add more dice and you get an average x/6 higher (where x is the ability).

But how do I calculate the likelihood of other numbers of successes and such? How do I calculate (for example) how often someone with ability score 3 rolls 6 successes?
This is where that friend of yours comes in. :)  You should have complete data in a 3 dimensional array across the full possible range for each of:
Dice pool size (because you are varying the pool size with modifiers)
TN
Successes

Further since you are doing opposed roles you'll need the win/tie/loss probabilities for:
Opponent 1 for each Pool size and TN vs. Opponent 2 for each Pool size and TN

I've got some of the forumlas you need, but I'm kind of slow on putting together the other ones because I don't get much practice with the actual numbers. I just know the 'shape' of them because I'm a graphical in analyzing game odds.
"Because honestly? I have no idea what you do. None." - Pierce Inverarity

beejazz

Quote from: blakkieThis is where that friend of yours comes in. :)  You should have complete data in a 3 dimensional array across the full possible range for each of:
Dice pool size (because you are varying the pool size with modifiers)
TN
Successes
Yup. I know how the graphs look. ;)
QuoteFurther since you are doing opposed roles you'll need the win/tie/loss probabilities for:
Opponent 1 for each Pool size and TN vs. Opponent 2 for each Pool size and TN
Opposed? I thought I'd just say "who's on the offense? He needs to succeed x number of times" where x is the value of the opposed ability. I suppose two people could do that at the same time, or both roll and whoever gets more successes wins, but... why?
QuoteI've got some of the forumlas you need, but I'm kind of slow on putting together the other ones because I don't get much practice with the actual numbers. I just know the 'shape' of them because I'm a graphical in analyzing game odds.
Hey, man... any help you could offer would be much appreciated. My math guy is a little busy at the moment with real life (work and kids) so anything I could learn to do myself would be a great help.

The Yann Waters

So, I've been reading Thirty by John Wick, which uses a fairly traditional attribute+skill d6 pool with the TN set by the GM according to the circumstances. The two notable features of the system are the shared Fraternitas points which can be drained to augment any action by any player, and the additional Background Die which resets all lower or all higher rolls to its own value (depending on whether that Background counts as an asset or a liability in this particular situation). All in all, it looks like something that would work quite nicely.
Previously known by the name of "GrimGent".

blakkie

Quote from: beejazzOpposed? I thought I'd just say "who's on the offense? He needs to succeed x number of times" where x is the value of the opposed ability. I suppose two people could do that at the same time, or both roll and whoever gets more successes wins, but... why?
It depends on how you are using them, but you should do it.

QuoteYup. I know how the graphs look.
Well isn't the data there underneath it?

P.S. And that you were only talking averages sends up a flag with me. :P
"Because honestly? I have no idea what you do. None." - Pierce Inverarity

beejazz

Quote from: blakkieIt depends on how you are using them, but you should do it.
Fine I guess some checks will be opposed. Just not attack rolls and such.


QuoteWell isn't the data there underneath it?
Only graphs I've got on hand are for the d10 bit I described earlier and for a similar system (lots of addition) with 3d6 pools (didn't work... adding one die made a BIG dif. As did +/-1 ability score).
QuoteP.S. And that you were only talking averages sends up a flag with me. :P
Only 'cause that's what I know how to calculate. I know full well it's not what I'm lookin' for. Otherwise I wouldn't know to ask for help on it.

Also, on excel, I know you can just punch in formulas for squares (not sure about rows and columns). I need to check if I have excel or can borrow a comp that has it, but knowing what formula to punch in would be mighty handy.

beejazz

*grumble* Well, I guess I could use the charts I got already on 5d10 pools for a roll-under system. Abilities ranging from 5 to 9. Modifiers (I hate it... but I gotta) are half your score and range from 2 to 4.

When you gotta beat somebody, you roll under your ability score a number of times equal to their modifier. So someone with a 7strength attacking someone with a 6reflex has to roll under seven three times to hit. Or someone with coordination5 trying to sneak past someone with perception9 has to roll under five four times. And so on...

Or something.