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corrected number, equation formatting
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Someone_Evil
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If you do not have RPG equipment and a utility belt full of weirdly shaped dice already, you can solve the problem with a standard six-sided die:

  • Roll a number x from 1 to 5. To do so roll your die, but if you happen to roll a six, repeat until you don't.
  • Roll another number y from 1 to 5.
  • Roll a number z from 1 to 6

Note that this gives you 456=150\$5\times5\times6=150\$ different outcomes. To turn the outcomes to a number in the range 1-150, compute

(x-1)*30 + (y-1)*6 + z.

$$ (x-1)\times30 + (y-1)\times6 + z $$

If you do not have RPG equipment and a utility belt full of weirdly shaped dice already, you can solve the problem with a standard six-sided die:

  • Roll a number x from 1 to 5. To do so roll your die, but if you happen to roll a six, repeat until you don't.
  • Roll another number y from 1 to 5.
  • Roll a number z from 1 to 6

Note that this gives you 456=150 different outcomes. To turn the outcomes to a number in the range 1-150, compute

(x-1)*30 + (y-1)*6 + z.

If you do not have RPG equipment and a utility belt full of weirdly shaped dice already, you can solve the problem with a standard six-sided die:

  • Roll a number x from 1 to 5. To do so roll your die, but if you happen to roll a six, repeat until you don't.
  • Roll another number y from 1 to 5.
  • Roll a number z from 1 to 6

Note that this gives you \$5\times5\times6=150\$ different outcomes. To turn the outcomes to a number in the range 1-150, compute

$$ (x-1)\times30 + (y-1)\times6 + z $$

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NathanS
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If you do not have RPG equipment and a utility belt full of weirdly shaped dice already, you can solve the problem with a standard six-sided die:

  • Roll a number x from 1 to 5. To do so roll your die, but if aouyou happen to roll a six, repeat until you don't.
  • Roll another number y from 1 to 5.
  • Roll a number z from 1 to 6

Note that this gives you 456=150 different outcomes. To turn the outcomes to a number in the range 1-150, compute

(x-1)*30 + (y-1)*6 + z.

If you do not have RPG equipment and a utility belt full of weirdly shaped dice already, you can solve the problem with a standard six-sided die:

  • Roll a number x from 1 to 5. To do so roll your die, but if aou happen to roll a six, repeat until you don't.
  • Roll another number y from 1 to 5.
  • Roll a number z from 1 to 6

Note that this gives you 456=150 different outcomes. To turn the outcomes to a number in the range 1-150, compute

(x-1)*30 + (y-1)*6 + z.

If you do not have RPG equipment and a utility belt full of weirdly shaped dice already, you can solve the problem with a standard six-sided die:

  • Roll a number x from 1 to 5. To do so roll your die, but if you happen to roll a six, repeat until you don't.
  • Roll another number y from 1 to 5.
  • Roll a number z from 1 to 6

Note that this gives you 456=150 different outcomes. To turn the outcomes to a number in the range 1-150, compute

(x-1)*30 + (y-1)*6 + z.

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If you do not have RPG equipment and a utility belt full of weirdly shaped dice already, you can solve the problem with a standard six-sided die:

  • Roll a number x from 1 to 5. To do so roll your die, but if aou happen to roll a six, repeat until you don't.
  • Roll another number y from 1 to 5.
  • Roll a number z from 1 to 6

Note that this gives you 456=150 different outcomes. To turn the outcomes to a number in the range 1-150, compute

(x-1)*30 + (y-1)*6 + z.