Reinboom

2008-02-05, 10:41 PM

Here is a slightly convoluted method at emulating the dice required in a standard d20 session without actually having no more than six sided dice and coins.

In case you are ever stuck in such a unsettling situation, that is.

These methods should all produce the same theoretical probability as the normal dice (no bell curve).

The setup is:

Desired Dice in bold.

What you roll to produce them afterwards.

r means reroll that, or higher, on that dice.

and if something is in curly brackets, you use those for the values of the dice.

a d2 is a coin.

For example,

d100

d6 (r6); d6 (r6) {+0,+5,+10,+15,+20}; d2 {+0,+25}; d2 {+0,+50}

Would mean, roll a d6, reroll a 6.

Then roll another d6, and reroll the 6s.

Except, instead of 1,2,3,4,5 being the possible routes, use 0 for 1, 5 for 2, 10 for 3, 15 for 4, and 20 for 5. Add this number to the first roll.

Flip a coin. A "1" (tails, maybe) is 0. A "2" (heads, maybe) is 25.

Flip another coin. A "1" is a 0. A "2" is 50.

This should produce a random range between 1-100 with no possible outcome occurring more than once.

Now, the dice:

d4

d6 (r5)

d2; d2 {+0,+2}

d8

d6 (r5); d2 {+0,+4}

d10

d6 (r6); d2 {+0,+5}

d12

d6; d2 {+0,+6}

d20

d6 (r6); d2 {+0,+5}; d2 {+0,+10}

d100

d6 (r6); d6 (r6) {+0,+5,+10,+15,+20}; d2 {+0,+25}; d2 {+0,+50}

As I said, convoluted. Handy in times of desperation, however? maybe. :smalltongue:

In case you are ever stuck in such a unsettling situation, that is.

These methods should all produce the same theoretical probability as the normal dice (no bell curve).

The setup is:

Desired Dice in bold.

What you roll to produce them afterwards.

r means reroll that, or higher, on that dice.

and if something is in curly brackets, you use those for the values of the dice.

a d2 is a coin.

For example,

d100

d6 (r6); d6 (r6) {+0,+5,+10,+15,+20}; d2 {+0,+25}; d2 {+0,+50}

Would mean, roll a d6, reroll a 6.

Then roll another d6, and reroll the 6s.

Except, instead of 1,2,3,4,5 being the possible routes, use 0 for 1, 5 for 2, 10 for 3, 15 for 4, and 20 for 5. Add this number to the first roll.

Flip a coin. A "1" (tails, maybe) is 0. A "2" (heads, maybe) is 25.

Flip another coin. A "1" is a 0. A "2" is 50.

This should produce a random range between 1-100 with no possible outcome occurring more than once.

Now, the dice:

d4

d6 (r5)

d2; d2 {+0,+2}

d8

d6 (r5); d2 {+0,+4}

d10

d6 (r6); d2 {+0,+5}

d12

d6; d2 {+0,+6}

d20

d6 (r6); d2 {+0,+5}; d2 {+0,+10}

d100

d6 (r6); d6 (r6) {+0,+5,+10,+15,+20}; d2 {+0,+25}; d2 {+0,+50}

As I said, convoluted. Handy in times of desperation, however? maybe. :smalltongue: