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"Dice mathematics" Topic


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(Phil Dutre)12 Feb 2017 8:12 a.m. PST

I have published two articles analyzing dice mathematics on my "Wargaming Mechanics" blog.

Opposed die rolling:
link

Buckets of dice:
link

ioannis12 Feb 2017 9:07 a.m. PST

Excellent analysis, and some great ideas and tips. Many thanks!

Personal logo miniMo Supporting Member of TMP12 Feb 2017 10:58 a.m. PST

Oooh, I've been pondering opposed various polyhedrals for dungeon-crawling games. Thank you for laying out the numbers!

thehawk12 Feb 2017 3:45 p.m. PST

The next step would be to apply the analysis to some real sets of rules.

Catch 22 is you could expose some popular sets as a load of baloney.

Personal logo Parzival Supporting Member of TMP12 Feb 2017 6:33 p.m. PST

Great articles, Phil.

I appreciated the idea of using a dice upgrade or downgrade instead of modifiers. Interestingly enough, while I have encountered it before, it's usually been in the context of a unit advantage/disadvantage against certain types of opponents, rather than a broader situational consideration as terrain, etc..

Opposed rolls can produce some astonishingly complex mathematical situations, as can be seen in this discussion regarding the combat mechanics of the strategy board game D&D:Conquest of Nerath: TMP link

Dice-- they're not just something you throw willy-nilly!

Gonsalvo12 Feb 2017 7:09 p.m. PST

Both Stargrunt and Piquet came pout ion 1996, and both use opposed die rolls of various types, with die shifts as Phil discusses. I know that Bob Jones stated that idea for that mechanic came from somewhere else, but I note that Don Featherstones "new" wargames rules used different kinds of Polyhedral dice in a somewhat different fashion in…. 1989!

(Featherstone's Complete Wargaming – April 1989)

Personal logo McLaddie Supporting Member of TMP12 Feb 2017 9:29 p.m. PST

Yes, great articles on what is the foundation of game chance in most games.

seldonH13 Feb 2017 11:35 a.m. PST

Very enjoyable.. I love doing analytics like that but they are always ad-hoc.

This has a nice structured general description..

Thanks for sharing.

Francisco

Rudysnelson13 Feb 2017 4:11 p.m. PST

One concept that is often considered in the dice realm is when you have established a number to hit. Whether a matrix or a bucket of dice, is whether or not the successful number is higher or lower than the number listed.

Part time gamer21 Mar 2017 5:12 p.m. PST

Interesting.
Other than very early 'man' looking for a simple object, "block" or stone for deciding games of chance & entertainment.
Ive wondered, of all possibilites, "why was the D6 chosen as "the die" for gaming?"

(Phil Dutre)22 Mar 2017 2:00 a.m. PST

Ive wondered, of all possibilites, "why was the D6 chosen as "the die" for gaming?"

Because other-than-D6 dice are relatively newcomers (late 60s? early 70s?) in the gaming scene.

(Phil Dutre)04 Apr 2017 3:11 a.m. PST

I wrote a small additional entry about "Scoring at least one success".

link

Lord Ashram25 Apr 2017 10:24 a.m. PST

Funny, I have designed a game using opposing dice, and was just working out the math, and then found this:)

In the game I am doing, winners of combat are found by whoever rolls highest on their respective die. The question I have now is simple… what to do with ties. Ties go to the PLAYER? Or ties go to the LOWER DIE, to help the percentages even out a bit?

Stephen Thomas13 Jun 2017 1:53 p.m. PST

Nice, but, where do I find D16,18,22,24 & 30 sided dice? I have searched the web for sellers but could not find them.

Stephen

Stephen Thomas13 Jun 2017 2:12 p.m. PST

Sorry, I found them at the Diec Shop – Impact dice… :-)

Stephen

Ottoathome13 Jun 2017 3:12 p.m. PST

Very good work Phil. The only caveat I can posit is a caution not to forget the ontology of the dice. That is the reason you are employing them

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