Miscellaneous items that I didn’t cover in the series proper, which I tried to keep focused on effective hit points. This part is naturally less polished, being composed of exactly the odds and ends that were left on the cutting board.
The series proper:
Last time, we added standard dice to exploding dice in order to smooth out the resulting probability distribution. Now we’ll finish up our discussion of exploding dice by looking at opposed rolls.
Opposed geometric rolls result in a discrete version of a Laplace distribution, which is basically two geometric distributions…
Last time, we looked at exploding dice and canonical geometric dice, each of which had its problems. Our goal is to find a scheme that:
As we saw last time, the tail of a normal distribution falls approximately as exp(-x²), which makes the EHP in the right tail grows approximately as exp(x²) (up to some scaling). A gentler curve would be exp(-x) and exp(x) respectively: a geometric distribution.
Previous: Effective HP versus: 1d20
It’s well-known that as you sum dice together that you start to get a bell curve shape (normal distribution). For standard dice this happens quite quickly; even three d6s are enough to start approximating this shape (program #1 on AnyDice). …
The most famous RPG is Dungeons & Dragons, and its core mechanic is rolling 1d20, adding a modifier, and comparing it to a target number such as Armor Class (AC).
It’s often said that rolls in 5e D&D feel “swingy”, and often in a way that implies that this is…