Bell, Brian K (Contractor) schrieb:
> But the basic point is valid all shifts in FMA add 2
Just note that the sum of two dice does not give a flat distribution of result
probabilities. Not neccessarily a problem, but the designer should be aware of
it. Similar comments apply to other possible variants of using several dice.
Greetings
Correct. Once you get so much better than the normal distribution range, the
odds should flatten out somewhat (i.e. it does not matter how fancy the trick
shot was that killed you, only that it killed you).
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Brian Bell
On Thu, Apr 04, 2002 at 03:08:28PM +0200, KH.Ranitzsch@t-online.de
wrote:
> > Other than making odd dice, you could add a 2nd die.
So don't sum the dice. As I was saying before, just read the highest value and
take that as the result of the roll. Not only is it more consistant, but you
end up with a far more extensible progression
/and/ its much, much faster to read even if you get to the point
you're rolling three or four dice at once (say Quality Die, Impact Die, and
Secondary Fire Die). In actual practice, the probabilities are actually pretty
intuitive
Alexander Williams schrieb:
> > Just note that the sum of two dice does not give a flat
> > possible variants of using several dice.
But that doesn't give a flat probability distribution, either. The
distribution is just different from a sum.
And, as I said, not neccessarily a problem.
To simulate a D14, D16, D18 etc., you should throw a D20, and reroll any
number over 14, 16, 18 etc.
Greetings