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Re: Dice

Postby slev » Wednesday May 20th, 2015 1:33pm

Anderas wrote:Whereas for defense, reliability is better. In attack a random high result is quite piercing and good. But in defense you avoid the zero at all cost.


I don't know that's true. Is the chance of getting two shields at once worth the risk?

Mo? Can you maths this?


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Re: Dice

Postby Count Mohawk » Wednesday May 20th, 2015 1:58pm

slev wrote:
Anderas wrote:Whereas for defense, reliability is better. In attack a random high result is quite piercing and good. But in defense you avoid the zero at all cost.


I don't know that's true. Is the chance of getting two shields at once worth the risk?

Mo? Can you maths this?

Anderas is correct. For Heroes, Green dice defend better than Purples. Excel proof:
Image
Image
In this case, the difference between colors becomes less pronounced the more Attack Dice the monsters roll against you.


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Re: Dice

Postby slev » Wednesday May 20th, 2015 1:59pm

And for teh monsters?


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Re: Dice

Postby Count Mohawk » Wednesday May 20th, 2015 2:06pm

slev wrote:And for teh monsters?

What about them? It seems pretty obvious that Masterful Defense > Orange > Blue > other.
Edit: Oh, right, the Purples now have one face with a double Walrus. In that case Masterful > Orange/Yellow > Blue > Purple > other.


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Re: Dice

Postby cornixt » Wednesday May 20th, 2015 2:26pm

Has anyone considered dice that have two different symbols on a side? Say, replacing one skull side and one shield side with two skull/shield sides. The dice then becomes better for both defense and attack, reducing the need for more different dice.


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Re: Dice

Postby Anderas » Wednesday May 20th, 2015 2:39pm

It would be my favorite!

I would like one with 1-2-2 and one with a 1-2-3 of everything.

But on the other hand, that is already far away from Heroquest.


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Re: Dice

Postby slev » Wednesday May 20th, 2015 3:46pm

cornixt wrote:Has anyone considered dice that have two different symbols on a side? Say, replacing one skull side and one shield side with two skull/shield sides. The dice then becomes better for both defense and attack, reducing the need for more different dice.


I considered something like this when starting designing a new game. Partially inspired by the dice from Runebound and/or Descent.

Symbols would include arrow, sword, armour, helm, shield, & star (spell). Each face would have up to three symbols on it. Roll, and if the symbol matching the action/equipment is rolled, count that die.


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Re: Dice

Postby cynthialee » Wednesday May 20th, 2015 6:24pm

Any chance you number crunching demi-gods care to do some number analysis with just one or two of the custom dice in a dice roll for common dice rolls?
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Dice

Postby clmckay » Wednesday May 20th, 2015 9:13pm

Hi Count, how do you calculate the body points of damage percents. I can follow the rest, but that's eluding me....


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Re: Dice

Postby Count Mohawk » Wednesday May 20th, 2015 9:40pm

clmckay wrote:Hi Count, how do you calculate the body points of damage percents. I can follow the rest, but that's eluding me....

OK, Body Points of Damage is referring to how much damage the attack roll deals, after subtracting the shields from the defense roll. Let's look at my example of "Monster with 4 Whites attacks Hero with 3 Greens", which is the first image in my first post on this page. In order for 1 damage to be dealt, the Monster must roll exactly 1 more Skull than the Hero rolls Shields. So we sum the probabilities for all of those cases: P(1 Skull / 0 Shields) + P(2 Skulls / 1 Shield) + P(3 Skulls / 2 Shields) + P(4 Skulls / 3 Shields) = 3.13% + 14.06% + 9.38% + 0.78% = 27.3%, as shown on the chart.

The other probabilities for different amounts of damage work the same, except for the 0 damage case, which includes all possibilities where the defending figure rolls at least as many shields as the attacker rolls Skulls. (Or, in other words, it folds into itself the sum of not just 0 damage, but -1, -2, etc as well.)

cynthialee wrote:Any chance you number crunching demi-gods care to do some number analysis with just one or two of the custom dice in a dice roll for common dice rolls?

I'll get to this in a little while. If there's a specific set of combinations you want, let me know; otherwise, I'll probably pick and choose sets of colored dice at random.


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