"How to calculate a distribution curve for hits....." Topic
10 Posts
All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.
For more information, see the TMP FAQ.
Back to the Game Design Message Board
Areas of InterestGeneral
Featured Hobby News Article
Featured Link
Featured Showcase ArticleHow to store and transport an army of giant apes?
Featured Workbench ArticleEveryone has a pile of shame - miniatures that you were all hot to get, had big plans for, and then never did anything with...
Featured Profile ArticleAt last!
Current Poll
Featured Book Review
|
Extra Crispy | 03 May 2014 11:39 a.m. PST |
I'd like to build a spreadsheet that does the following: I enter the number of dice thrown, and the target for success and get the distribution (% chance of 0 successes, % chance of 1 success, etc.) So, for example, if my target is 4+ and I have three dice what is my chance of 0,1,2, or 3 successes? I want to do a spreadsheet so I could just enter 27 dice on 3+ or 11 dice on 5+ or 3 dice on 6 only. Output would be a breakdown by number of successes. I'm guessing it already exists and I just need a kind soul to send me a copy? |
DesertScrb | 03 May 2014 11:47 a.m. PST |
|
DesertScrb | 03 May 2014 11:48 a.m. PST |
To clarify, the above link is not a spreadsheet, but a website that can do all those calculations. |
Extra Crispy | 03 May 2014 11:59 a.m. PST |
Aha! The "count" function does just that! Okay I may just have to do cut and paste but that helps! |
corporalpat | 03 May 2014 12:28 p.m. PST |
What are you up to EC? Something cool I hope! |
elsyrsyn | 03 May 2014 1:15 p.m. PST |
Excel has a binomial distribution function in which you can set the number of trials, the number of successes (specifically, or cumulatively), and the probability of success on each trial. Works nicely. Doug |
Shaun Travers | 03 May 2014 3:08 p.m. PST |
If you use Windows, you need to download and run SmallRoller.exe. It is an old program, but it will do what you want and lots more. I must have used it every week for the past 10 years! Link: link I know of other gamers that swear by it, so it is not just me. |
Wellspring | 03 May 2014 7:24 p.m. PST |
For something like this, the above advice will be excellent. However, sometimes the mechanics get sufficiently weird that they can't easily be modeled by a readily available distribution. In that case, you can do a monte carlo simulation. 1) Write a row in excel that calculates the results you want. This could include if statements to do re-rolls, etc. It doesn't matter how many calcs you do or columns you use, so long as it all fits on one row. Make sure there's an entry for the final result (number of hits, success/fail, whatever). Make that row 8 or so. Hint: dX = ROUNDUP(RAND()*X,0) 2) Copy that row down. 10,000 times is usually a good place to start. If there are constants you want to check, put them above the roll rows and make sure to use absolute references (dollar signs). 3) Now above the results, simply use COUNT, AVERAGE, MEDIAN, STDEV or whatever. A histogram is sometimes useful. 4) Go to a blank cell and hit the delete key several times. Watch your parameter of interest. If it changes much, then add more rows (make sure your summary stats include the new rows!) If the results are relatively stable, then congratulations! You've done an empirical distribution. The advantages of doing it this way are that A) they're easy even when your stats background is weak, B) they're easy to verify by eye, as opposed to derivations where missing a digit can go unnoticed, and C) it's very quick to do. Corollary: because it's quick and simple, you can also test special rules, which tend to be hard to incorporate into a derivation after the fact. Thanks to the central limit theorem, most very complicated dice systems converge on a normal distribution, but with a monte carlo simulation you can dispense with the unnecessary stats and still get a useful, actionable, decently rigorous answer. |
Extra Crispy | 04 May 2014 4:31 p.m. PST |
Basically I'm recreating a spreadsheet I lost
. It replaced buckets o dice with a base 6 chart. So instead of rolling 23 dice for 4+ you roll 2d6 and read the chart. Keeps the dice off the table
. And the 2d6 are read as 11,12,13,14,15,16,21,22,23,24
..65,66 |
|