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0

I would suggest perhaps having one roll per skill, but make note of the amount by which the roll either exceeds or falls short of the requirement. Tally up the first five points above what was required, and half of all points beyond, for each roll that exceeded requirements; then tally up the first five points below what was required and double all points ...


3

The simplest way to do this would be to add the two skills together (50+50 = 100) and then compared that to a roll of a larger die (1d200). This maintains the 50% chance, despite making it a rounded curve instead of a flat curve. It also allows for character with different skill levels to perform something difficult and maintains simplicity. A character with ...


3

What does success mean to you? I think the most important question here is how you are defining success. Jack wants to carve an artistic statue, so you need to figure out what successfully doing that means. I think that you're original idea of rolling a d100 for each skill check would work just fine. The only change I would make is in how you are looking at ...


0

Roll one d100. If it's above the stonecarving skill, the block is functional. If it's above the artistry skill, the stone is pretty.


9

If you have a task that requires more skill, you would expect less success rate. Roll twice, first roll decides if the statue looks like what it's meant to, second roll determines if it falls apart. If rolling two dice is interfering with fun by bogging things down, just roll once against the lowest skill. Using max or average is likely to lead to some ...


21

You don't. You just roll one d100. As you understand, rolling multiple dice is a useful tool for achieving different result spreads. But rolling multiple dice is a tool with a time and place for when you want various advantages: you can take highest or lowest, you can create a bell curve effect, or do other interesting things. However, you're not ...


5

In the same way that 2 d10s can replicate a d100 if you use decimal positioning, you could use a d2 (i.e. "coin") and a d100. d2-1 gives you the 100s place, d100 gives you the next two digits. VoilĂ : a deeply dissatisfying but perfectly uniform generator of numbers from 1 to 200. You can generalize this approach to generate uniform distributions with any ...


35

Average The Skills If he has to use two skills, average the two skills together and then make one roll. In this case, that'd be a single roll to get 50 or below, since he has 50 in both skills (so the average is 50). If he was better at one skill than another, it'd look slightly different. Say he has a 50 in Stonecarving and 25 in Artistry. That makes the ...


7

Let's discuss all of the "ingredients" separately, and then add them: The base odds for rolling any given number on a d6 are 1/6. The base odds for rolling a 5 or 6 on a d6 are 1/3 = 0.33 (2 out of 6 making 2/6 = 1/3). Similarly, the odds for rolling 1-4 on a d6 are 2/3 = 0.67. The odds for a successful "single-shot" explosion are 1/6 x 1/3 = 1/18 = 0.06. ...


1

The odds of getting 3 of the same result out of four are 33%. For each set of Four Fudge dice there are a total of 27 different roll results with 3 alternate outcomes per set of rolls, +, -, and o. For a total of 81 possible results. Those outcomes are below: ++++ ++-+ ++o+ +++- ++-- ++o- +++o ++-o ++oo +-++ +--+ +-o+ +-+- +--- +-o- +-+o +--o +-oo +o++ ...


7

There are 81 possible permutations of this roll. Of these, 3 have all 4 results the same, and 24 have 3 results the same. This gives us a probability of 27/81 or 33.33%, for at least 3 results the same, and 24/81 or 29.63% for exactly 3 results the same.


2

The probability of 3 of any one result is 33.33%. Here's why: The basic probability of getting at least 3 of any one outcome of fudge dice is 11.11%. This is 1/9. The fact that you have 3 possibile results from a set where the outcome of any 3 dice is 11% means that the overall probability is 33.33%. Showing my work. This program utilizes the fact that ...


7

That's fine. Everything you described is exactly equivalent: Rolling one d10 five times and recording the results as you go. Rolling two to four d10, then rerolling whichever you need in order to get the remaining results. Rolling five d10 all at once. All of them result, overall, in five dice rolls being made, and five results being recorded. There is ...


2

It's complicated While skoormit has pointed out that the average increase for 1 die is 21.43, the overall increase for multiple dice is not straightforward, and highly depends on your Charisma modifier, more so for more dice. I used a small python script to roll xd6. The lowest c dice (where c = positive Cha modifier) were re-rolled, unless there were less ...


2

# Simple Case: Available Rerolls Equal to Number of Dice Rolled # You can expect half of the dice you roll to be below average. You will reroll those dice. For a d6, you are going to reroll the 1s, 2s, and 3s. Those dice (1, 2, and 3) have an average value of 2. The reroll has an average value of 3.5. So, half of your dice will increase by 1.5, on ...


0

So we have to ask ourselves, how likely are we to need a reroll, how many rerolls do we need, and then, how much does this increase our damage output. I'm going to use a d6 for my examples, because, frankly, it's the most common spell die and the one you're most likely to be concerned about. Similar analysis can be done for higher dice values, although the ...


1

When you reroll a die, you can statistically expect to get an average roll. Therefore, you compare what you got to what the average is, and the difference is how much more damage you'll probably do. The average roll for any die is [sides / 2] + 0.5. For example, a d10 is 10/2 + 0.5 = 5.5. So if you rolled a 1 on a d10, you can expect a 5.5 on your reroll, ...


0

As you say, it depends on what you rolled. The average increase on each individual dice you reroll will be (Dice roll average value, I.E. 3.5 on a d6) - (current value of dice you are rerolling). As an example, if you're rerolling 3d6, one of which came up 1, one of which came up 2, and one of which came up 3, you'll see an average increase of: (3.5 - ...



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