How can I have probability increase linearly with more dice?












3












$begingroup$


I'm working on a simplified RPG system that uses only D6s, and I want a mechanic for fumbles/critical fails.



Depending on how good the player character is, they have 1-5 dice to roll and they have to beat a difficulty set by the DM. I thought it would be fun to have players fail if they roll all 1s, but realized it makes it way too hard to fail if you have 5 dice, and a bit too easy if you have 1. Is there a more linear way of defining critical fails?



This is what I get if fumbles are on all dice showing 1s:



$begin{array}{|c|c|}
hline
textbf{Number of Dice} & textbf{Probability of Fumble} \
hline
text{1} & text{16.67%} \
text{2} & text{2.78%} \
text{3} & text{0.46%} \
text{4} & text{0.08%} \
text{5} & text{0.01%} \
hline
end{array}
$



What I would like (approximately, exact numbers are not that important):



$begin{array}{|c|c|}
hline
textbf{Number of Dice} & textbf{Probability of Fumble} \
hline
text{1} & text{18%} \
text{2} & text{15%} \
text{3} & text{12%} \
text{4} & text{9%} \
text{5} & text{6%} \
hline
end{array}
$










share|improve this question









New contributor




Himmators is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$












  • $begingroup$
    Is there a reason your desired outcome doesn't begin with 16.67% failure rate on 1d6?
    $endgroup$
    – Ifusaso
    3 hours ago










  • $begingroup$
    In your second table, when you say 'Probability of all 1's' you really mean 'Probability of failure', right? Given that you states you don't want to use the all 1 condition, some other failure condition that satisfies those general probabilities would work?
    $endgroup$
    – GreySage
    2 hours ago










  • $begingroup$
    @lfusaso, nope, I only need something that reduces with a fixed number of percent per added die.
    $endgroup$
    – Himmators
    2 hours ago










  • $begingroup$
    @GreySage Thanks, sloppy copy :P
    $endgroup$
    – Himmators
    2 hours ago






  • 2




    $begingroup$
    How extensible do you need this table? Does it need to handle more than 5 d6 dice rolled at once, or is it capped at 5 dice for any possible roll?
    $endgroup$
    – Xirema
    2 hours ago
















3












$begingroup$


I'm working on a simplified RPG system that uses only D6s, and I want a mechanic for fumbles/critical fails.



Depending on how good the player character is, they have 1-5 dice to roll and they have to beat a difficulty set by the DM. I thought it would be fun to have players fail if they roll all 1s, but realized it makes it way too hard to fail if you have 5 dice, and a bit too easy if you have 1. Is there a more linear way of defining critical fails?



This is what I get if fumbles are on all dice showing 1s:



$begin{array}{|c|c|}
hline
textbf{Number of Dice} & textbf{Probability of Fumble} \
hline
text{1} & text{16.67%} \
text{2} & text{2.78%} \
text{3} & text{0.46%} \
text{4} & text{0.08%} \
text{5} & text{0.01%} \
hline
end{array}
$



What I would like (approximately, exact numbers are not that important):



$begin{array}{|c|c|}
hline
textbf{Number of Dice} & textbf{Probability of Fumble} \
hline
text{1} & text{18%} \
text{2} & text{15%} \
text{3} & text{12%} \
text{4} & text{9%} \
text{5} & text{6%} \
hline
end{array}
$










share|improve this question









New contributor




Himmators is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$












  • $begingroup$
    Is there a reason your desired outcome doesn't begin with 16.67% failure rate on 1d6?
    $endgroup$
    – Ifusaso
    3 hours ago










  • $begingroup$
    In your second table, when you say 'Probability of all 1's' you really mean 'Probability of failure', right? Given that you states you don't want to use the all 1 condition, some other failure condition that satisfies those general probabilities would work?
    $endgroup$
    – GreySage
    2 hours ago










  • $begingroup$
    @lfusaso, nope, I only need something that reduces with a fixed number of percent per added die.
    $endgroup$
    – Himmators
    2 hours ago










  • $begingroup$
    @GreySage Thanks, sloppy copy :P
    $endgroup$
    – Himmators
    2 hours ago






  • 2




    $begingroup$
    How extensible do you need this table? Does it need to handle more than 5 d6 dice rolled at once, or is it capped at 5 dice for any possible roll?
    $endgroup$
    – Xirema
    2 hours ago














3












3








3





$begingroup$


I'm working on a simplified RPG system that uses only D6s, and I want a mechanic for fumbles/critical fails.



Depending on how good the player character is, they have 1-5 dice to roll and they have to beat a difficulty set by the DM. I thought it would be fun to have players fail if they roll all 1s, but realized it makes it way too hard to fail if you have 5 dice, and a bit too easy if you have 1. Is there a more linear way of defining critical fails?



This is what I get if fumbles are on all dice showing 1s:



$begin{array}{|c|c|}
hline
textbf{Number of Dice} & textbf{Probability of Fumble} \
hline
text{1} & text{16.67%} \
text{2} & text{2.78%} \
text{3} & text{0.46%} \
text{4} & text{0.08%} \
text{5} & text{0.01%} \
hline
end{array}
$



What I would like (approximately, exact numbers are not that important):



$begin{array}{|c|c|}
hline
textbf{Number of Dice} & textbf{Probability of Fumble} \
hline
text{1} & text{18%} \
text{2} & text{15%} \
text{3} & text{12%} \
text{4} & text{9%} \
text{5} & text{6%} \
hline
end{array}
$










share|improve this question









New contributor




Himmators is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$




I'm working on a simplified RPG system that uses only D6s, and I want a mechanic for fumbles/critical fails.



Depending on how good the player character is, they have 1-5 dice to roll and they have to beat a difficulty set by the DM. I thought it would be fun to have players fail if they roll all 1s, but realized it makes it way too hard to fail if you have 5 dice, and a bit too easy if you have 1. Is there a more linear way of defining critical fails?



This is what I get if fumbles are on all dice showing 1s:



$begin{array}{|c|c|}
hline
textbf{Number of Dice} & textbf{Probability of Fumble} \
hline
text{1} & text{16.67%} \
text{2} & text{2.78%} \
text{3} & text{0.46%} \
text{4} & text{0.08%} \
text{5} & text{0.01%} \
hline
end{array}
$



What I would like (approximately, exact numbers are not that important):



$begin{array}{|c|c|}
hline
textbf{Number of Dice} & textbf{Probability of Fumble} \
hline
text{1} & text{18%} \
text{2} & text{15%} \
text{3} & text{12%} \
text{4} & text{9%} \
text{5} & text{6%} \
hline
end{array}
$







dice game-design statistics critical-fail






share|improve this question









New contributor




Himmators is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









New contributor




Himmators is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question








edited 29 mins ago







Himmators













New contributor




Himmators is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









asked 3 hours ago









HimmatorsHimmators

1185




1185




New contributor




Himmators is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Himmators is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Himmators is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.












  • $begingroup$
    Is there a reason your desired outcome doesn't begin with 16.67% failure rate on 1d6?
    $endgroup$
    – Ifusaso
    3 hours ago










  • $begingroup$
    In your second table, when you say 'Probability of all 1's' you really mean 'Probability of failure', right? Given that you states you don't want to use the all 1 condition, some other failure condition that satisfies those general probabilities would work?
    $endgroup$
    – GreySage
    2 hours ago










  • $begingroup$
    @lfusaso, nope, I only need something that reduces with a fixed number of percent per added die.
    $endgroup$
    – Himmators
    2 hours ago










  • $begingroup$
    @GreySage Thanks, sloppy copy :P
    $endgroup$
    – Himmators
    2 hours ago






  • 2




    $begingroup$
    How extensible do you need this table? Does it need to handle more than 5 d6 dice rolled at once, or is it capped at 5 dice for any possible roll?
    $endgroup$
    – Xirema
    2 hours ago


















  • $begingroup$
    Is there a reason your desired outcome doesn't begin with 16.67% failure rate on 1d6?
    $endgroup$
    – Ifusaso
    3 hours ago










  • $begingroup$
    In your second table, when you say 'Probability of all 1's' you really mean 'Probability of failure', right? Given that you states you don't want to use the all 1 condition, some other failure condition that satisfies those general probabilities would work?
    $endgroup$
    – GreySage
    2 hours ago










  • $begingroup$
    @lfusaso, nope, I only need something that reduces with a fixed number of percent per added die.
    $endgroup$
    – Himmators
    2 hours ago










  • $begingroup$
    @GreySage Thanks, sloppy copy :P
    $endgroup$
    – Himmators
    2 hours ago






  • 2




    $begingroup$
    How extensible do you need this table? Does it need to handle more than 5 d6 dice rolled at once, or is it capped at 5 dice for any possible roll?
    $endgroup$
    – Xirema
    2 hours ago
















$begingroup$
Is there a reason your desired outcome doesn't begin with 16.67% failure rate on 1d6?
$endgroup$
– Ifusaso
3 hours ago




$begingroup$
Is there a reason your desired outcome doesn't begin with 16.67% failure rate on 1d6?
$endgroup$
– Ifusaso
3 hours ago












$begingroup$
In your second table, when you say 'Probability of all 1's' you really mean 'Probability of failure', right? Given that you states you don't want to use the all 1 condition, some other failure condition that satisfies those general probabilities would work?
$endgroup$
– GreySage
2 hours ago




$begingroup$
In your second table, when you say 'Probability of all 1's' you really mean 'Probability of failure', right? Given that you states you don't want to use the all 1 condition, some other failure condition that satisfies those general probabilities would work?
$endgroup$
– GreySage
2 hours ago












$begingroup$
@lfusaso, nope, I only need something that reduces with a fixed number of percent per added die.
$endgroup$
– Himmators
2 hours ago




$begingroup$
@lfusaso, nope, I only need something that reduces with a fixed number of percent per added die.
$endgroup$
– Himmators
2 hours ago












$begingroup$
@GreySage Thanks, sloppy copy :P
$endgroup$
– Himmators
2 hours ago




$begingroup$
@GreySage Thanks, sloppy copy :P
$endgroup$
– Himmators
2 hours ago




2




2




$begingroup$
How extensible do you need this table? Does it need to handle more than 5 d6 dice rolled at once, or is it capped at 5 dice for any possible roll?
$endgroup$
– Xirema
2 hours ago




$begingroup$
How extensible do you need this table? Does it need to handle more than 5 d6 dice rolled at once, or is it capped at 5 dice for any possible roll?
$endgroup$
– Xirema
2 hours ago










4 Answers
4






active

oldest

votes


















6












$begingroup$

A close approximation to the percentages you want would use something like this:



$begin{array}{|c|c|c|}
hline
textbf{Dice} & textbf{Fumble Range} & textbf{Probability} \
hline
text{1} & text{1} & text{1/6 (16.7%)} \
text{2} & text{2-4} & text{6/36 (16.7%)} \
text{3*} & text{3-7} & text{35/216 (16.2%)} \
& text{3-6} & text{20/216 (9.3%)} \
text{4} & text{4-9} & text{126/1296 (9%)} \
text{5} & text{5-11} & text{457/7776 (5.9%)} \
hline
end{array}
$



* (3 dice could go either way)



In terms of gameplay, simpler rules are frequently better than strictly matching the desired probability distribution. I might suggest something like $N$ dice fumble on a result $le 2times N$, with a special case that a single die only fumbles on a 1 (unless you want a 1/3 chance of a fumble in the 1d case). That would give you something like:



$begin{array}{|c|c|c|}
hline
textbf{Dice} & textbf{Fumble Range} & textbf{Probability} \
hline
text{1} & text{1} & text{1/6 (16.7%)} \
text{2} & text{2-4} & text{6/36 (16.7%)} \
text{3} & text{3-6} & text{20/216 (9.3%)} \
text{4} & text{4-8} & text{70/1296 (5.4%)} \
text{5} & text{5-10} & text{252/7776 (3.2%)} \
hline
end{array}
$






share|improve this answer










New contributor




Craig Meier is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$





















    5












    $begingroup$

    I couldn't match your targets exactly, but here's a different approach



    Linearity is difficult to model with only d6s as you desire, but there is a very simple method to describe that closely resembles the approximations you posit:




    A character fumbles if more 1s are showing than 6s.




    The resulting probabilities are:



    begin{array}{rl}
    text{Number of Dice} & text{Probability} \
    hline
    1 & 16.7% \
    2 & 13.9% \
    3 & 10.2% \
    4 & 6.6% \
    5 & 4.6% \
    end{array}






    share|improve this answer











    $endgroup$













    • $begingroup$
      Seems something wrong with your table? thx!
      $endgroup$
      – Himmators
      28 mins ago










    • $begingroup$
      @himmators fixed
      $endgroup$
      – David Coffron
      26 mins ago










    • $begingroup$
      @himmators I had my numbers slightly wrong. Fixed now
      $endgroup$
      – David Coffron
      20 mins ago



















    2












    $begingroup$

    Fumble if exactly one die shows a 1.



    N dice are rolled on the table. If exactly one shows a 1, then it's a fumble.



    begin{array}{rl}
    N & P(text{fumble}) \
    hline
    1 & 16.67% \
    2 & 13.89% \
    3 & 11.57% \
    4 & 9.65% \
    5 & 8.04% \
    end{array}






    share|improve this answer









    $endgroup$





















      -2












      $begingroup$

      Percentile dice are an example of linear probability with more than one die. The first d10 represents tens and the second d10 represents ones so you get a linear result, from 1-100. You could do something similar with other dice, but the end result would be non-trivial to understand. For example, you could use 2d4, where the first d4 is the tens and the second d4 is the ones, but since you don't have 5-10, you can only get results of



      11
      12
      13
      14
      21
      22
      23
      24
      31
      32
      33
      34
      41
      42
      43
      44


      But, within the possible outcomes, the probability is equal, or linear.



      A better, more useable version is to have one die, like say a d6, and on 1-3 equals 0, and on 4-6 equals the maximum of the next die, like say 12. Then you could produce 1-24 linearly with two dice.



      More intuitively, if the maximum number is greater than ten, make the first die a 10, then the second die determines whether you add to it. Like for 1-17, roll a d10 for ones, and then roll a d-whatever, where half or less is 0 and over half is +7.






      share|improve this answer











      $endgroup$













      • $begingroup$
        Thx, though, I'm looking for a dynamic that works when the player is already playing. A bit of a bummer to roll a extra crit-fail-roll for every roll :P
        $endgroup$
        – Himmators
        2 hours ago










      • $begingroup$
        just choose the percentage, so less than X that would produce that percent is a fail, like this d20srd.org/srd/variant/adventuring/…
        $endgroup$
        – Wyrmwood
        2 hours ago













      Your Answer





      StackExchange.ifUsing("editor", function () {
      return StackExchange.using("mathjaxEditing", function () {
      StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
      StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
      });
      });
      }, "mathjax-editing");

      StackExchange.ready(function() {
      var channelOptions = {
      tags: "".split(" "),
      id: "122"
      };
      initTagRenderer("".split(" "), "".split(" "), channelOptions);

      StackExchange.using("externalEditor", function() {
      // Have to fire editor after snippets, if snippets enabled
      if (StackExchange.settings.snippets.snippetsEnabled) {
      StackExchange.using("snippets", function() {
      createEditor();
      });
      }
      else {
      createEditor();
      }
      });

      function createEditor() {
      StackExchange.prepareEditor({
      heartbeatType: 'answer',
      autoActivateHeartbeat: false,
      convertImagesToLinks: false,
      noModals: true,
      showLowRepImageUploadWarning: true,
      reputationToPostImages: null,
      bindNavPrevention: true,
      postfix: "",
      imageUploader: {
      brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
      contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
      allowUrls: true
      },
      noCode: true, onDemand: true,
      discardSelector: ".discard-answer"
      ,immediatelyShowMarkdownHelp:true
      });


      }
      });






      Himmators is a new contributor. Be nice, and check out our Code of Conduct.










      draft saved

      draft discarded


















      StackExchange.ready(
      function () {
      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f141939%2fhow-can-i-have-probability-increase-linearly-with-more-dice%23new-answer', 'question_page');
      }
      );

      Post as a guest















      Required, but never shown

























      4 Answers
      4






      active

      oldest

      votes








      4 Answers
      4






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      6












      $begingroup$

      A close approximation to the percentages you want would use something like this:



      $begin{array}{|c|c|c|}
      hline
      textbf{Dice} & textbf{Fumble Range} & textbf{Probability} \
      hline
      text{1} & text{1} & text{1/6 (16.7%)} \
      text{2} & text{2-4} & text{6/36 (16.7%)} \
      text{3*} & text{3-7} & text{35/216 (16.2%)} \
      & text{3-6} & text{20/216 (9.3%)} \
      text{4} & text{4-9} & text{126/1296 (9%)} \
      text{5} & text{5-11} & text{457/7776 (5.9%)} \
      hline
      end{array}
      $



      * (3 dice could go either way)



      In terms of gameplay, simpler rules are frequently better than strictly matching the desired probability distribution. I might suggest something like $N$ dice fumble on a result $le 2times N$, with a special case that a single die only fumbles on a 1 (unless you want a 1/3 chance of a fumble in the 1d case). That would give you something like:



      $begin{array}{|c|c|c|}
      hline
      textbf{Dice} & textbf{Fumble Range} & textbf{Probability} \
      hline
      text{1} & text{1} & text{1/6 (16.7%)} \
      text{2} & text{2-4} & text{6/36 (16.7%)} \
      text{3} & text{3-6} & text{20/216 (9.3%)} \
      text{4} & text{4-8} & text{70/1296 (5.4%)} \
      text{5} & text{5-10} & text{252/7776 (3.2%)} \
      hline
      end{array}
      $






      share|improve this answer










      New contributor




      Craig Meier is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      $endgroup$


















        6












        $begingroup$

        A close approximation to the percentages you want would use something like this:



        $begin{array}{|c|c|c|}
        hline
        textbf{Dice} & textbf{Fumble Range} & textbf{Probability} \
        hline
        text{1} & text{1} & text{1/6 (16.7%)} \
        text{2} & text{2-4} & text{6/36 (16.7%)} \
        text{3*} & text{3-7} & text{35/216 (16.2%)} \
        & text{3-6} & text{20/216 (9.3%)} \
        text{4} & text{4-9} & text{126/1296 (9%)} \
        text{5} & text{5-11} & text{457/7776 (5.9%)} \
        hline
        end{array}
        $



        * (3 dice could go either way)



        In terms of gameplay, simpler rules are frequently better than strictly matching the desired probability distribution. I might suggest something like $N$ dice fumble on a result $le 2times N$, with a special case that a single die only fumbles on a 1 (unless you want a 1/3 chance of a fumble in the 1d case). That would give you something like:



        $begin{array}{|c|c|c|}
        hline
        textbf{Dice} & textbf{Fumble Range} & textbf{Probability} \
        hline
        text{1} & text{1} & text{1/6 (16.7%)} \
        text{2} & text{2-4} & text{6/36 (16.7%)} \
        text{3} & text{3-6} & text{20/216 (9.3%)} \
        text{4} & text{4-8} & text{70/1296 (5.4%)} \
        text{5} & text{5-10} & text{252/7776 (3.2%)} \
        hline
        end{array}
        $






        share|improve this answer










        New contributor




        Craig Meier is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
        Check out our Code of Conduct.






        $endgroup$
















          6












          6








          6





          $begingroup$

          A close approximation to the percentages you want would use something like this:



          $begin{array}{|c|c|c|}
          hline
          textbf{Dice} & textbf{Fumble Range} & textbf{Probability} \
          hline
          text{1} & text{1} & text{1/6 (16.7%)} \
          text{2} & text{2-4} & text{6/36 (16.7%)} \
          text{3*} & text{3-7} & text{35/216 (16.2%)} \
          & text{3-6} & text{20/216 (9.3%)} \
          text{4} & text{4-9} & text{126/1296 (9%)} \
          text{5} & text{5-11} & text{457/7776 (5.9%)} \
          hline
          end{array}
          $



          * (3 dice could go either way)



          In terms of gameplay, simpler rules are frequently better than strictly matching the desired probability distribution. I might suggest something like $N$ dice fumble on a result $le 2times N$, with a special case that a single die only fumbles on a 1 (unless you want a 1/3 chance of a fumble in the 1d case). That would give you something like:



          $begin{array}{|c|c|c|}
          hline
          textbf{Dice} & textbf{Fumble Range} & textbf{Probability} \
          hline
          text{1} & text{1} & text{1/6 (16.7%)} \
          text{2} & text{2-4} & text{6/36 (16.7%)} \
          text{3} & text{3-6} & text{20/216 (9.3%)} \
          text{4} & text{4-8} & text{70/1296 (5.4%)} \
          text{5} & text{5-10} & text{252/7776 (3.2%)} \
          hline
          end{array}
          $






          share|improve this answer










          New contributor




          Craig Meier is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.






          $endgroup$



          A close approximation to the percentages you want would use something like this:



          $begin{array}{|c|c|c|}
          hline
          textbf{Dice} & textbf{Fumble Range} & textbf{Probability} \
          hline
          text{1} & text{1} & text{1/6 (16.7%)} \
          text{2} & text{2-4} & text{6/36 (16.7%)} \
          text{3*} & text{3-7} & text{35/216 (16.2%)} \
          & text{3-6} & text{20/216 (9.3%)} \
          text{4} & text{4-9} & text{126/1296 (9%)} \
          text{5} & text{5-11} & text{457/7776 (5.9%)} \
          hline
          end{array}
          $



          * (3 dice could go either way)



          In terms of gameplay, simpler rules are frequently better than strictly matching the desired probability distribution. I might suggest something like $N$ dice fumble on a result $le 2times N$, with a special case that a single die only fumbles on a 1 (unless you want a 1/3 chance of a fumble in the 1d case). That would give you something like:



          $begin{array}{|c|c|c|}
          hline
          textbf{Dice} & textbf{Fumble Range} & textbf{Probability} \
          hline
          text{1} & text{1} & text{1/6 (16.7%)} \
          text{2} & text{2-4} & text{6/36 (16.7%)} \
          text{3} & text{3-6} & text{20/216 (9.3%)} \
          text{4} & text{4-8} & text{70/1296 (5.4%)} \
          text{5} & text{5-10} & text{252/7776 (3.2%)} \
          hline
          end{array}
          $







          share|improve this answer










          New contributor




          Craig Meier is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.









          share|improve this answer



          share|improve this answer








          edited 34 mins ago









          V2Blast

          23.3k374146




          23.3k374146






          New contributor




          Craig Meier is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.









          answered 1 hour ago









          Craig MeierCraig Meier

          2063




          2063




          New contributor




          Craig Meier is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.





          New contributor





          Craig Meier is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.






          Craig Meier is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.

























              5












              $begingroup$

              I couldn't match your targets exactly, but here's a different approach



              Linearity is difficult to model with only d6s as you desire, but there is a very simple method to describe that closely resembles the approximations you posit:




              A character fumbles if more 1s are showing than 6s.




              The resulting probabilities are:



              begin{array}{rl}
              text{Number of Dice} & text{Probability} \
              hline
              1 & 16.7% \
              2 & 13.9% \
              3 & 10.2% \
              4 & 6.6% \
              5 & 4.6% \
              end{array}






              share|improve this answer











              $endgroup$













              • $begingroup$
                Seems something wrong with your table? thx!
                $endgroup$
                – Himmators
                28 mins ago










              • $begingroup$
                @himmators fixed
                $endgroup$
                – David Coffron
                26 mins ago










              • $begingroup$
                @himmators I had my numbers slightly wrong. Fixed now
                $endgroup$
                – David Coffron
                20 mins ago
















              5












              $begingroup$

              I couldn't match your targets exactly, but here's a different approach



              Linearity is difficult to model with only d6s as you desire, but there is a very simple method to describe that closely resembles the approximations you posit:




              A character fumbles if more 1s are showing than 6s.




              The resulting probabilities are:



              begin{array}{rl}
              text{Number of Dice} & text{Probability} \
              hline
              1 & 16.7% \
              2 & 13.9% \
              3 & 10.2% \
              4 & 6.6% \
              5 & 4.6% \
              end{array}






              share|improve this answer











              $endgroup$













              • $begingroup$
                Seems something wrong with your table? thx!
                $endgroup$
                – Himmators
                28 mins ago










              • $begingroup$
                @himmators fixed
                $endgroup$
                – David Coffron
                26 mins ago










              • $begingroup$
                @himmators I had my numbers slightly wrong. Fixed now
                $endgroup$
                – David Coffron
                20 mins ago














              5












              5








              5





              $begingroup$

              I couldn't match your targets exactly, but here's a different approach



              Linearity is difficult to model with only d6s as you desire, but there is a very simple method to describe that closely resembles the approximations you posit:




              A character fumbles if more 1s are showing than 6s.




              The resulting probabilities are:



              begin{array}{rl}
              text{Number of Dice} & text{Probability} \
              hline
              1 & 16.7% \
              2 & 13.9% \
              3 & 10.2% \
              4 & 6.6% \
              5 & 4.6% \
              end{array}






              share|improve this answer











              $endgroup$



              I couldn't match your targets exactly, but here's a different approach



              Linearity is difficult to model with only d6s as you desire, but there is a very simple method to describe that closely resembles the approximations you posit:




              A character fumbles if more 1s are showing than 6s.




              The resulting probabilities are:



              begin{array}{rl}
              text{Number of Dice} & text{Probability} \
              hline
              1 & 16.7% \
              2 & 13.9% \
              3 & 10.2% \
              4 & 6.6% \
              5 & 4.6% \
              end{array}







              share|improve this answer














              share|improve this answer



              share|improve this answer








              edited 20 mins ago

























              answered 41 mins ago









              David CoffronDavid Coffron

              36.1k3123250




              36.1k3123250












              • $begingroup$
                Seems something wrong with your table? thx!
                $endgroup$
                – Himmators
                28 mins ago










              • $begingroup$
                @himmators fixed
                $endgroup$
                – David Coffron
                26 mins ago










              • $begingroup$
                @himmators I had my numbers slightly wrong. Fixed now
                $endgroup$
                – David Coffron
                20 mins ago


















              • $begingroup$
                Seems something wrong with your table? thx!
                $endgroup$
                – Himmators
                28 mins ago










              • $begingroup$
                @himmators fixed
                $endgroup$
                – David Coffron
                26 mins ago










              • $begingroup$
                @himmators I had my numbers slightly wrong. Fixed now
                $endgroup$
                – David Coffron
                20 mins ago
















              $begingroup$
              Seems something wrong with your table? thx!
              $endgroup$
              – Himmators
              28 mins ago




              $begingroup$
              Seems something wrong with your table? thx!
              $endgroup$
              – Himmators
              28 mins ago












              $begingroup$
              @himmators fixed
              $endgroup$
              – David Coffron
              26 mins ago




              $begingroup$
              @himmators fixed
              $endgroup$
              – David Coffron
              26 mins ago












              $begingroup$
              @himmators I had my numbers slightly wrong. Fixed now
              $endgroup$
              – David Coffron
              20 mins ago




              $begingroup$
              @himmators I had my numbers slightly wrong. Fixed now
              $endgroup$
              – David Coffron
              20 mins ago











              2












              $begingroup$

              Fumble if exactly one die shows a 1.



              N dice are rolled on the table. If exactly one shows a 1, then it's a fumble.



              begin{array}{rl}
              N & P(text{fumble}) \
              hline
              1 & 16.67% \
              2 & 13.89% \
              3 & 11.57% \
              4 & 9.65% \
              5 & 8.04% \
              end{array}






              share|improve this answer









              $endgroup$


















                2












                $begingroup$

                Fumble if exactly one die shows a 1.



                N dice are rolled on the table. If exactly one shows a 1, then it's a fumble.



                begin{array}{rl}
                N & P(text{fumble}) \
                hline
                1 & 16.67% \
                2 & 13.89% \
                3 & 11.57% \
                4 & 9.65% \
                5 & 8.04% \
                end{array}






                share|improve this answer









                $endgroup$
















                  2












                  2








                  2





                  $begingroup$

                  Fumble if exactly one die shows a 1.



                  N dice are rolled on the table. If exactly one shows a 1, then it's a fumble.



                  begin{array}{rl}
                  N & P(text{fumble}) \
                  hline
                  1 & 16.67% \
                  2 & 13.89% \
                  3 & 11.57% \
                  4 & 9.65% \
                  5 & 8.04% \
                  end{array}






                  share|improve this answer









                  $endgroup$



                  Fumble if exactly one die shows a 1.



                  N dice are rolled on the table. If exactly one shows a 1, then it's a fumble.



                  begin{array}{rl}
                  N & P(text{fumble}) \
                  hline
                  1 & 16.67% \
                  2 & 13.89% \
                  3 & 11.57% \
                  4 & 9.65% \
                  5 & 8.04% \
                  end{array}







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 11 mins ago









                  nitsua60nitsua60

                  75.1k13309430




                  75.1k13309430























                      -2












                      $begingroup$

                      Percentile dice are an example of linear probability with more than one die. The first d10 represents tens and the second d10 represents ones so you get a linear result, from 1-100. You could do something similar with other dice, but the end result would be non-trivial to understand. For example, you could use 2d4, where the first d4 is the tens and the second d4 is the ones, but since you don't have 5-10, you can only get results of



                      11
                      12
                      13
                      14
                      21
                      22
                      23
                      24
                      31
                      32
                      33
                      34
                      41
                      42
                      43
                      44


                      But, within the possible outcomes, the probability is equal, or linear.



                      A better, more useable version is to have one die, like say a d6, and on 1-3 equals 0, and on 4-6 equals the maximum of the next die, like say 12. Then you could produce 1-24 linearly with two dice.



                      More intuitively, if the maximum number is greater than ten, make the first die a 10, then the second die determines whether you add to it. Like for 1-17, roll a d10 for ones, and then roll a d-whatever, where half or less is 0 and over half is +7.






                      share|improve this answer











                      $endgroup$













                      • $begingroup$
                        Thx, though, I'm looking for a dynamic that works when the player is already playing. A bit of a bummer to roll a extra crit-fail-roll for every roll :P
                        $endgroup$
                        – Himmators
                        2 hours ago










                      • $begingroup$
                        just choose the percentage, so less than X that would produce that percent is a fail, like this d20srd.org/srd/variant/adventuring/…
                        $endgroup$
                        – Wyrmwood
                        2 hours ago


















                      -2












                      $begingroup$

                      Percentile dice are an example of linear probability with more than one die. The first d10 represents tens and the second d10 represents ones so you get a linear result, from 1-100. You could do something similar with other dice, but the end result would be non-trivial to understand. For example, you could use 2d4, where the first d4 is the tens and the second d4 is the ones, but since you don't have 5-10, you can only get results of



                      11
                      12
                      13
                      14
                      21
                      22
                      23
                      24
                      31
                      32
                      33
                      34
                      41
                      42
                      43
                      44


                      But, within the possible outcomes, the probability is equal, or linear.



                      A better, more useable version is to have one die, like say a d6, and on 1-3 equals 0, and on 4-6 equals the maximum of the next die, like say 12. Then you could produce 1-24 linearly with two dice.



                      More intuitively, if the maximum number is greater than ten, make the first die a 10, then the second die determines whether you add to it. Like for 1-17, roll a d10 for ones, and then roll a d-whatever, where half or less is 0 and over half is +7.






                      share|improve this answer











                      $endgroup$













                      • $begingroup$
                        Thx, though, I'm looking for a dynamic that works when the player is already playing. A bit of a bummer to roll a extra crit-fail-roll for every roll :P
                        $endgroup$
                        – Himmators
                        2 hours ago










                      • $begingroup$
                        just choose the percentage, so less than X that would produce that percent is a fail, like this d20srd.org/srd/variant/adventuring/…
                        $endgroup$
                        – Wyrmwood
                        2 hours ago
















                      -2












                      -2








                      -2





                      $begingroup$

                      Percentile dice are an example of linear probability with more than one die. The first d10 represents tens and the second d10 represents ones so you get a linear result, from 1-100. You could do something similar with other dice, but the end result would be non-trivial to understand. For example, you could use 2d4, where the first d4 is the tens and the second d4 is the ones, but since you don't have 5-10, you can only get results of



                      11
                      12
                      13
                      14
                      21
                      22
                      23
                      24
                      31
                      32
                      33
                      34
                      41
                      42
                      43
                      44


                      But, within the possible outcomes, the probability is equal, or linear.



                      A better, more useable version is to have one die, like say a d6, and on 1-3 equals 0, and on 4-6 equals the maximum of the next die, like say 12. Then you could produce 1-24 linearly with two dice.



                      More intuitively, if the maximum number is greater than ten, make the first die a 10, then the second die determines whether you add to it. Like for 1-17, roll a d10 for ones, and then roll a d-whatever, where half or less is 0 and over half is +7.






                      share|improve this answer











                      $endgroup$



                      Percentile dice are an example of linear probability with more than one die. The first d10 represents tens and the second d10 represents ones so you get a linear result, from 1-100. You could do something similar with other dice, but the end result would be non-trivial to understand. For example, you could use 2d4, where the first d4 is the tens and the second d4 is the ones, but since you don't have 5-10, you can only get results of



                      11
                      12
                      13
                      14
                      21
                      22
                      23
                      24
                      31
                      32
                      33
                      34
                      41
                      42
                      43
                      44


                      But, within the possible outcomes, the probability is equal, or linear.



                      A better, more useable version is to have one die, like say a d6, and on 1-3 equals 0, and on 4-6 equals the maximum of the next die, like say 12. Then you could produce 1-24 linearly with two dice.



                      More intuitively, if the maximum number is greater than ten, make the first die a 10, then the second die determines whether you add to it. Like for 1-17, roll a d10 for ones, and then roll a d-whatever, where half or less is 0 and over half is +7.







                      share|improve this answer














                      share|improve this answer



                      share|improve this answer








                      edited 2 hours ago

























                      answered 2 hours ago









                      WyrmwoodWyrmwood

                      5,38711540




                      5,38711540












                      • $begingroup$
                        Thx, though, I'm looking for a dynamic that works when the player is already playing. A bit of a bummer to roll a extra crit-fail-roll for every roll :P
                        $endgroup$
                        – Himmators
                        2 hours ago










                      • $begingroup$
                        just choose the percentage, so less than X that would produce that percent is a fail, like this d20srd.org/srd/variant/adventuring/…
                        $endgroup$
                        – Wyrmwood
                        2 hours ago




















                      • $begingroup$
                        Thx, though, I'm looking for a dynamic that works when the player is already playing. A bit of a bummer to roll a extra crit-fail-roll for every roll :P
                        $endgroup$
                        – Himmators
                        2 hours ago










                      • $begingroup$
                        just choose the percentage, so less than X that would produce that percent is a fail, like this d20srd.org/srd/variant/adventuring/…
                        $endgroup$
                        – Wyrmwood
                        2 hours ago


















                      $begingroup$
                      Thx, though, I'm looking for a dynamic that works when the player is already playing. A bit of a bummer to roll a extra crit-fail-roll for every roll :P
                      $endgroup$
                      – Himmators
                      2 hours ago




                      $begingroup$
                      Thx, though, I'm looking for a dynamic that works when the player is already playing. A bit of a bummer to roll a extra crit-fail-roll for every roll :P
                      $endgroup$
                      – Himmators
                      2 hours ago












                      $begingroup$
                      just choose the percentage, so less than X that would produce that percent is a fail, like this d20srd.org/srd/variant/adventuring/…
                      $endgroup$
                      – Wyrmwood
                      2 hours ago






                      $begingroup$
                      just choose the percentage, so less than X that would produce that percent is a fail, like this d20srd.org/srd/variant/adventuring/…
                      $endgroup$
                      – Wyrmwood
                      2 hours ago












                      Himmators is a new contributor. Be nice, and check out our Code of Conduct.










                      draft saved

                      draft discarded


















                      Himmators is a new contributor. Be nice, and check out our Code of Conduct.













                      Himmators is a new contributor. Be nice, and check out our Code of Conduct.












                      Himmators is a new contributor. Be nice, and check out our Code of Conduct.
















                      Thanks for contributing an answer to Role-playing Games Stack Exchange!


                      • Please be sure to answer the question. Provide details and share your research!

                      But avoid



                      • Asking for help, clarification, or responding to other answers.

                      • Making statements based on opinion; back them up with references or personal experience.


                      Use MathJax to format equations. MathJax reference.


                      To learn more, see our tips on writing great answers.




                      draft saved


                      draft discarded














                      StackExchange.ready(
                      function () {
                      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f141939%2fhow-can-i-have-probability-increase-linearly-with-more-dice%23new-answer', 'question_page');
                      }
                      );

                      Post as a guest















                      Required, but never shown





















































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown

































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown







                      Popular posts from this blog

                      Aikido

                      Tivadar Csontváry Kosztka

                      Metroo de Marsejlo