QUOTE (Sarcastic_Guy @ Jul 27 2009, 03:44 AM) <{POST_SNAPBACK}>
That's more of a comp sci thing than a math post. Just nitpicking.
Allow me.
the reason why I picked a d10 is because at the moment, the way it works is that you roll a d10 and then you add a +2 for each narrative modifier you managed to write in that ties in with your own narrative aspects. On average, we now have about 5 aspects that you can use in each roll, meaning that if you go all out, you can get a maximum of +10 from the roll, which means if you were to go all out, you personally will have about the same effect on the plot as chance. The key here is that depending upon the statistical outcomes of the roll, it greatly effects the character's performance.
a single d10 will have an expected outcome of 5.5, with each number coming up about the same level of frequency, meaning, you're just as likely to have a blow out success as you would of a mediocre performance. If we were to simply increase the die size, you'll have the same thing, but simply increase the level of randomness in your performance.
now, if we want to increase the level of certainty, we would increase the number of dice instead of the die size. The more dice we put into the roll, the closer we get to gausian normal distribution. so, for example, if we were to use 4 6 sided dice. (Or 4d6) you get a distribution curve were most of all results will lie within 9 to 16, and the rest being mostly outliers and freak circumstances. This is great for modeling a game where you generally expect an individual independent of their skill to perform within a certain range and not deviate too greatly from it.
But anyway, for the purposes of this game, I would generally just use an online die roller so that we don't have to make each poster own a TI calculator or go out and buy special dice. (Though, if you're serious about tabletop gaming, you should own at least the basic set already, the basic set being d4, d6, d8, d10, d12, and d20.
Allow me.
the reason why I picked a d10 is because at the moment, the way it works is that you roll a d10 and then you add a +2 for each narrative modifier you managed to write in that ties in with your own narrative aspects. On average, we now have about 5 aspects that you can use in each roll, meaning that if you go all out, you can get a maximum of +10 from the roll, which means if you were to go all out, you personally will have about the same effect on the plot as chance. The key here is that depending upon the statistical outcomes of the roll, it greatly effects the character's performance.
a single d10 will have an expected outcome of 5.5, with each number coming up about the same level of frequency, meaning, you're just as likely to have a blow out success as you would of a mediocre performance. If we were to simply increase the die size, you'll have the same thing, but simply increase the level of randomness in your performance.
now, if we want to increase the level of certainty, we would increase the number of dice instead of the die size. The more dice we put into the roll, the closer we get to gausian normal distribution. so, for example, if we were to use 4 6 sided dice. (Or 4d6) you get a distribution curve were most of all results will lie within 9 to 16, and the rest being mostly outliers and freak circumstances. This is great for modeling a game where you generally expect an individual independent of their skill to perform within a certain range and not deviate too greatly from it.
But anyway, for the purposes of this game, I would generally just use an online die roller so that we don't have to make each poster own a TI calculator or go out and buy special dice. (Though, if you're serious about tabletop gaming, you should own at least the basic set already, the basic set being d4, d6, d8, d10, d12, and d20.
Of course, the rounding part made me feel like a maths teacher
However, our only problem may be people who falsify their results.