Spudeus | 30 Dec 2014 11:06 a.m. PST |
Looking over an old ruleset I'm thinking of trying, the author refers to a 1-15 roll, defined as a D20 (marked 0-9 twice) and one D6, added together (0 counting as zero, not ten). I could probably dig a marked twice 20 sider out of my dice bin, but if I just used a standard D10 isn't that the same thing? Or is there some probability curve mojo associated with an old-school D20? |
The Beast Rampant | 30 Dec 2014 11:17 a.m. PST |
I'd just use a d20 and reroll 16+. Or a d16 and reroll, um, 16. That proscribed method sounds REALLY wonky to me! |
Swampster | 30 Dec 2014 11:24 a.m. PST |
Chance of getting any particular number on the d20 is in 10 the same as the d10. The d15 is rather odd though. 1 and 15 – one way 2 and 14 – two ways 3 and 13 – three ways 4 and 12 – four ways 5 and 13 – five way 6, 7, 8, 9, 10, 11, 12 – six ways |
Ratbone | 30 Dec 2014 11:27 a.m. PST |
Two dice as prescribed gives a bell curve, which may have been the goal of the design. Changing to one die might create undesired results. |
Spudeus | 30 Dec 2014 11:28 a.m. PST |
I do think that might be the design intent – wanting most results being in the average range but keeping a chance for outlier extremes. But yes, the first and only time I've seen a game built around 1-15! |
Maddaz111 | 30 Dec 2014 11:40 a.m. PST |
I have seen games that use 2 and 3 different dice added. I am now trying to think what the WWII game that I used to play had that mechanic? German troops got best two of three D8 -1? or something like that |
Stryderg | 30 Dec 2014 12:39 p.m. PST |
No difference between a d10 and a d20 (if you drop the 10's place), you get a 1/10 chance for any given number. I was going to suggest rolling 2d6 to get your number: red d6 roll of 1-2 = +0 red d6 roll of 3-4 = +5 red d6 roll of 5-6 = +10 add the roll of a black d6 to the bonus above (reroll if a 6) But it looks like the original intent was a bell curve |
Mako11 | 30 Dec 2014 1:24 p.m. PST |
D20s roll better though, so seem to be less prone to rerolling the same number, especially if you just spin and drop it/them, as opposed to rolling them. I'd just use the D20, and reroll 16 – 20, as suggested. There are D16s though, so you could use those as well. As mentioned though, you don't get that bell curve in the middle. |
Mark Plant | 30 Dec 2014 1:50 p.m. PST |
The bell curve isn't "in the middle". It's all the way along. It's more an trapezium anyway, in this case. A straight D15 has a 1/15 chance of a score of 1. A D0-9 + D6 has 1/60 of the same thing, so exactly a quarter the chance. (Even at 13+, the two dice added together is 1/10, compared to the 1/5 of the single dice, so twice the chance). If you substitute a single 1-15 roll for the original system, you will be getting far more extreme results, not just a few. |
Shaun Travers | 30 Dec 2014 3:15 p.m. PST |
In the olden days, most d10s (or percentage dice as they were often called as you rolled two of them were actually D20 with 0-9 printed twice. I have quite a few. In fact, I have a few with each 0-9 coloured differently that were used as d20s – the different colour was 11-20. Nothing special about d20 than d10s. I can only assume you are talking about Knights and Magic. While statistically different, my initial plan when I was thinking of using these rules was just going with 2d6+1 for 3 to 13 rather than 1d10+1d6 (1-15) |
CeruLucifus | 31 Dec 2014 12:28 a.m. PST |
Also in that era many gamers only had one set of polyhedral dice. A designer today who wanted a pair of dice producing 1-15 would probably use 2D8-1. This gives a more standard bell curve. You'd have to inspect the results table for this game to determine if switching to 2D8-1 would significantly change the game. |
(Phil Dutre) | 03 Jan 2015 9:28 a.m. PST |
Anydice.com is a great tool for resolving questions like this. The %distribution for d10+d6-1 (-1 for d10 being 0-9): 1 1.67 2 3.33 3 5.00 4 6.67 5 8.33 6 10.00 7 10.00 8 10.00 9 10.00 10 10.00 11 8.33 12 6.67 13 5.00 14 3.33 15 1.67 This is triangular distribution with its top "flattened", or something that looks more like a trapezium. It results from the convolution of two uniform distributions – a convolution is the mathematical operation needed to get the resulting probability distribution when adding two other probability distributions. And please (yes, this is a pet peeve of mine), don't use the term "bell curve" for anything that is not a uniform distribution. A bell curve is a precisely defined term in probability theory, and simply adding 2 dice together is NOT a bell curve. I know many use the term "bell curve" for e.g. 2d6, but it is factually incorrect to do so. |
tkdguy | 08 Jan 2015 12:45 a.m. PST |
Another online dice roller is orokos.com. You'll have to register, but it's free. I've been using it for my online games. If you'd rather roll actual dice, get a d30 from your FLGS. Just divide the result by 2 and round up. |
Kevin Cook | 09 Jan 2015 8:23 a.m. PST |
Or .. you could just roll a real D15 link |
Last Hussar | 11 Jan 2015 1:13 p.m. PST |
This is actually the definition of a Bell Curve. link I'll stop using it when the Internet stops calling multiple building blocks 'Legos'. Or stop saying 'Could care less' instead of 'Couldn't care less'. The D10+d6-1 actually looks like a good curve to use in a game. |
Last Hussar | 11 Jan 2015 1:17 p.m. PST |
I make the Standard Deviation on 2d6 3.317 Calculated from here. link All results from 4-10 lay within 1 sd of 7 (mean). That is 30 out of 36 results, approximately 84%, not the 66% called for. Sotechnically 2d6 isn't a Bell Curve, but it does look like one, and is handy shorthand. |
John Treadaway | 23 Jan 2015 7:25 a.m. PST |
Kevin – those were some crazy dice* on that link! 2d8-1 would do me, I have to say John T * And spinners and stuff that'd do much the same job, I guess |
LordNth | 20 Feb 2015 10:18 p.m. PST |
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