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: