Viewing 15 posts - 1 through 15 (of 15 total)
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  • #150485
    Anonymous
    Inactive

    Some one already did it yay!

    So what this is say when calculating the values for averages in exploding dice the average value is equal to the Die’s average value (one half of the die’s highest value + one eg a D6 is 3.5) Multiplied by N/(N-1)

    Where N is the Die type:
    ((N+1)/2) (N/(N-1))

    A listing for reference:

    D4 = 3.33333333333333
    D6 = 4.2
    D8 = 5.14285714285714
    D10 = 6.11111111111111
    D12 = 7.09090909090909

    OR

    D4 = 3 & 1/3
    D6 = 4 & 1/5
    D8 = 5 & 1/7
    D10 = 6 & 1/9
    D12 = 7 & 1/11

    edit for formula

    #254306
    Anonymous
    Inactive

    I’ve always just used an approximation of the Average on the Die + .5. Glad to see that it’s very close to the actual numbers. I may try to build these in to my Spreadsheet of Calculations.

    John

    #254308
    Anonymous
    Inactive

    its but more than the averages if you take a second look, its most significant for smaller dice

    the average of 3d4 non exploding is 7.5, and the average of exploding 3d4 is 10

    #254309
    Anonymous
    Inactive

    Yeah you have a good point for the d4 and to a lesser extent the d6. Most of the rest are approximated by average + .5. I’ll try to use one significant digit in my calculations spreadsheet. Though there’s probably not a lot of people with d4 stats \":)\"

    John

    #254310
    Anonymous
    Inactive

    the average number is off by at least .5 in every die type

    D4 = 3 & 1/3 VS 2.5
    D6 = 4 & 1/5 VS 3.5
    D8 = 5 & 1/7 VS 4.5
    D10 = 6 & 1/9 Vs 5.5
    D12 = 7 & 1/11 Vs 6.5

    but if your going to use the numbers in the first one then you should be fine

    #254312
    Anonymous
    Inactive

    the average number is off by at least .5 in every die type

    I’m pretty sure his averages are using exploding dice (2.5 is the avg for non-exploding d4 but 3.33 is the avg for exploding d4)…

    #254314
    Anonymous
    Inactive

    My current spreadsheet uses straight averages. I’ll build in the ‘exploding averages’ for the ability score dice rolls in my sheet. I’ll use the calculated values above rounded to 1 significant digit after the decimal point.

    Thanks for finding the site for those.

    John

    #254315
    Anonymous
    Inactive

    oh i cant open his sheet from home, it sounded like he didnt see the difference between avg and explode on higher dice

    #254317
    Anonymous
    Inactive

    oh i cant open his sheet from home, it sounded like he didnt see the difference between avg and explode on higher dice

    Nope I do. I was just saying that for a ‘ball park’ I’ve always considered the average of an exploding die to be the “regular Average + .5”. Which is pretty close for d6 and above.

    john

    #254318
    Anonymous
    Inactive

    ahh i didnt understand you at all there gotcha now

    #254320
    Anonymous
    Inactive

    Because I had to enumerate the dice rolls on Action Dice, there’s no good way to build in the calculated values above for Action Rolls. However, I might be able to fudge it.

    For instance, it’s impossible to roll a ‘4’ on a d4 Attribute, since rolling a 4 requires you to re-roll and the minimum you get is 5. Therefore, if I change the expected value of the maximum roll for each die type to the Maximum Value + Average Value (With Exploding), that might give a more accurate result. It’s way too much enumeration to include the exploding die results as well since it’s limitless.

    Will see how it goes.

    John

    #254322
    Anonymous
    Inactive

    paying more attention to maximum damage is kinda dangerous, even with out exploding dice
    2d6 = 7, where 1d12 = 6.5

    #254323
    Anonymous
    Inactive

    Not sure what you’re saying. I was indicating that to compute the probability of beating a specific TN with an Action Roll (2d10 + dX), I enumerated all the possibilities. Otherwise, the calculation gets too messy and used summations, etc. Exploding dice throws a wrench in the works \":)\"

    John

    #254400
    Anonymous
    Inactive

    added a some more stuff to the spread sheet

    #254518
    Anonymous
    Inactive

    Not sure what you’re saying. I was indicating that to compute the probability of beating a specific TN with an Action Roll (2d10 + dX), I enumerated all the possibilities. Otherwise, the calculation gets too messy and used summations, etc. Exploding dice throws a wrench in the works \":)\"

    JohnJohn,

    Found these links…
    This (http://topps.diku.dk/torbenm/troll.msp) is a tool that can run dice simulations and compute statistical probabilities for complex dice rolls. Try using this as the die roll formula

    sum (accumulate y:=d6 while y=6) + sum (2d10)

    This will roll 2d10 plus an exploding d6. If you click on the calculate probabilities button you’ll get a histogram of results.

    This was written by Torben Mogensen, a CS professor at DIKU. He also wrote a 29-page paper, “Dice Rolling Mechanisms in RPGs,” (http://www.diku.dk/hjemmesider/ansatte/torbenm/Troll/RPGdice.pdf)in which he discusses many of the dice rolling mechanisms implemented by Troll and some of the mathematics behind them. If you read section 3.4, “Open ended rolls” you’ll see a formula to calculate the average of an exploding die.

    Hope you find it useful!

    Scott

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