Dice rolls

Anonymous's picture
Anonymous
November 16, 2007 - 10:52pm
Refer to: Issue 8: Origins.

Bill explained to me that d100 rolls are more ampt to roll in the 50's. I noticed you put "01-20 Boomtown", although this has a range of 20 it's at the low end of the scale.

just wanted to help.
Comments:

Anonymous's picture
Corjay (not verified)
November 17, 2007 - 12:10am
Actually, a d100 is completely random. It doesn't hit any one roll more than any other. That's the law of probabilities. A physical die can be weighted in such a way that it lands on one number more than another, but if it's evenly weighted, it will be completely random. Its numbers will average out at 50, of course (law of averages), but it does not land on or near 50 more often than any other. In fact, it would be more likely to land on "55" if dice were weighted to land toward the 5 more frequently or "00" if weighted to land toward the 0 more frequently.

Thus, the roll has no bearing on where an item is on a chart and visa versa.

Anonymous's picture
w00t (not verified)
November 17, 2007 - 7:42pm

ahh.... maybe he was talking about 2d10, right?

Anonymous's picture
Corjay (not verified)
November 17, 2007 - 9:30pm
Dice are dice. No matter how you cut it, unless the dice are loaded, they will always be completely random. That's what dice are about.

CleanCutRogue's picture
CleanCutRogue
November 18, 2007 - 10:20am
I was talking to you about the statistical bell curve of rolling multiple dice and summing them, w00t.  Like rolling 2d10 produces a bell curve.  Although I had a discussion with someone once where (Corjay - you should remember this... on a certain discussion forum between you, me, and one other person who will remain nameless) they claimed over and over that there is a nonlinear response to a plotted curve of d100 rolling... I ran a test in excell of randomizing two 1d10 dice to produce a d100 simulation 10,000 times and couldn't produce a single nonlinear result.  He was full of #$%^&.  ;)  d100 is linear.
3. We wear sungoggles during the day. Not because the sun affects our vision, but when you're cool like us the sun shines all the time.

-top 11 reasons to be a Yazirian, ShadowShack


CleanCutRogue's picture
CleanCutRogue
November 18, 2007 - 10:28am
Rolling 2d10 (or any greater number of dice whose results are summed) does produce a bell curve of probability, though.  That needs to be kept in mind when creating tables.  It's a simple matter of probability:  only one combination of results will yield a sum of 2 when rolling 2d10: 1 and 1.  But how many ways can you roll a 10?  1+9, 2+8, 3+7, 4+6, 5+5.  That's a big difference, and is why a value of 10 or 11 will come up nearly half the time when 2d10 are rolled. 

The distribution guideline I use for 2d10 rolls is:

2-3 Very Rare
4-6 Rare
7-9 Uncommon
10-12 Common
13-15 Uncommon
16-18 Rare
19-20 Very Rare


3. We wear sungoggles during the day. Not because the sun affects our vision, but when you're cool like us the sun shines all the time.

-top 11 reasons to be a Yazirian, ShadowShack


Anonymous's picture
Corjay (not verified)
November 18, 2007 - 12:02pm
CleanCutRogue wrote:
I was talking to you about the statistical bell curve of rolling multiple dice and summing them, w00t. Like rolling 2d10 produces a bell curve. Although I had a discussion with someone once where (Corjay - you should remember this... on a certain discussion forum between you, me, and one other person who will remain nameless) they claimed over and over that there is a nonlinear response to a plotted curve of d100 rolling... I ran a test in excell of randomizing two 1d10 dice to produce a d100 simulation 10,000 times and couldn't produce a single nonlinear result. He was full of #$%^&. ;) d100 is linear.
I vaguely remember it. You'll have to forgive me, though. I was robbed of the opportunities to learn calculus, physics, and calculating statistics in high school and what little college I did. I'm not very familiar with the use of the terms "linear" and "non-linear" and the explanation on Wikipedia only confuses me (it was written by someone who doesn't know how to speak layman's English; that is, big words aside (no problem for me), they assume a pre-existing knowledge of the field, which makes the purpose of the article moot).

CleanCutRogue's picture
CleanCutRogue
November 26, 2007 - 12:44pm
I can explain it in layman's terms quite simply:

How many ways can you roll a 2 when rolling 2d10?  Exactly one way: you'd have to roll a 1 on one die and a 1 on the other die.  Same is true for rolling a 20: you'd have to roll 10 and 10.

Now how many ways can you roll a 11?  Many... 1 and a 10, 2 and a 9, 3 and a 8, 4 and a 7, 5 and a 6.

That means you're far more likely to roll an 11 than a 2 on 2d10.  That means the result curve is non-linear (that is, if you plotted the chance of rolling results 2-20, you'd find that it's not a straight line).  Rollin 1d10, however, is linear.  You are just as likely to roll a 1 as you are a 5 as you are a 10.

Clear?
3. We wear sungoggles during the day. Not because the sun affects our vision, but when you're cool like us the sun shines all the time.

-top 11 reasons to be a Yazirian, ShadowShack


Anonymous's picture
Corjay (not verified)
November 26, 2007 - 3:48pm
In that case, yes complete rolls (d10, d20, d100, etc.) are linear (flatline). Yes, you have it right. Adding dice (2d10, 3d10, etc.) creates the non-linear effect you refer to, producing a bell curve towards the middle number.

I think that just helped me in another of our discussions. ;)