Timeline for How to reduce the variance of a dice pool mechanic?
Current License: CC BY-SA 3.0
12 events
when toggle format | what | by | license | comment | |
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Dec 15, 2022 at 2:03 | answer | added | HighDiceRoller | timeline score: -1 | |
Dec 15, 2022 at 0:46 | history | edited | HighDiceRoller |
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Dec 14, 2022 at 23:04 | comment | added | From | Do you want more dice to yield higher results and decreased variance, or just decreased variance? | |
Dec 14, 2022 at 20:58 | history | edited | doppelgreener |
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Dec 28, 2016 at 9:39 | history | tweeted | twitter.com/StackRPG/status/814043172020088832 | ||
Dec 27, 2016 at 17:47 | comment | added | oconnor0 | The advantage of using d6 is they are common and allow for adjustments so that 3+ counts as successes or whatever. | |
Dec 27, 2016 at 17:20 | comment | added | Thalantas | Well, it's a pool of coins then. My point is, he's not modelling a 6-sided dice throw, but a 2-sided dice throw. | |
Dec 27, 2016 at 17:10 | comment | added | AceCalhoon | @Thalantas It's not a coin flip; the expected number of successes is equal to half the dice in the pool. If you need two successes to accomplish something, the person with a larger pool will be more likely to succeed. | |
Dec 27, 2016 at 10:45 | comment | added | Thalantas | In your current wording, 4-5-6 are successes, and 1-2-3 are failures ? This is basically a coin flip ? If not, you might want to add a bit more details. | |
Dec 27, 2016 at 10:38 | answer | added | nvoigt | timeline score: 5 | |
Dec 26, 2016 at 23:04 | answer | added | Lexible | timeline score: 2 | |
Dec 26, 2016 at 22:18 | history | asked | oconnor0 | CC BY-SA 3.0 |