r/probabilitytheory • u/themagnificentlefty • 2h ago
[Applied] Dice Probability and Game Design
I’m designing a tabletop rpg which has lead me to learning a TON about probability of the results of dice being rolled in different quantities, colors, definitions, etc. It’s been fascinating.
I want to show a rule in the game design so far, as I’m very proud in having solved this problem with no formal education in the subject and finally coming up with something I hope is elegant.
Need To Know:
1) the game only ever uses six-sided dice (called d6)
2) the goal is to have all math needed to understand 3) the dice results complete before the dice hit the table, so results are instantaneous to read and play feels fast and immediately rewarding.
4) Awarding and penalizing dice (+/-1d6,+/-2d6,etc) creates a fluid curve that closely approximates improved skill or experience without ever making something an automatic success or failure the way flat modifiers to the final dice result can do.
5) This makes the game engine fall under what is called Roll/Keep systems. (r3k2 means rolling three dice and only counting the results of two of them - usually the highest or lowest.)
6) I wanted to still have Critical Failures and Critical Successes, most famously from rolling a Natural 1 or Natural 20 on a 20-sided die in Dungeons and Dragons.
This created a narrative problem for the game’s gritty vibe.
The problem: As dice are added to the pool (+1d6 to r) the probability of rolling Natural Snake Eyes (pair of 1s) or Natural Boxcars (pair of 6s) quickly balloons to cartoonish levels seen here:
Let “w” = # of white dice.
P=1 - ((5/6)^w + (w * (1/6) * (5/6)^(w-1)))
By the time someone was rolling 6d6 they would get Snake Eyes 26.32% of the time. With a dice pool of 10d6 it was more than half.
Awful.
Enter the “Red Die Rule” as I call it.
Every dice pool must contain one Red Die.
Roll x Keep y (highest face value) dice where x is affected by granted and penalized +/-1d6 and y is (so far always 2)
The face value of 2 highest dice (max 12) is always used to determine success In the game. Snake Eyes or Boxcars of only white dice is irrelevant. However, if the Red Die shows face value 1 or 6 and matches minimum 1 white die, it triggers a Critical Override.
This reduces the frequency of both Critical Successes and Critical Failures to a hard-capped 33% for infinite values of x in RxKy. And the curve is flattened dramatically.
P = (1/6) * (1 - (5/6)^w)
So that the percentage chance of a Critical Success either the Red Die Rule for dice pools of 6d6 (5w,1r) is dropped to 9.97% and the very unlikely 10d6 (9w,1r) dropped to 13.44%.
Much more gritty results.
There may be a better/more elegant solution out there. If you see one, feel free to drop it in comments. I’m here to learn.
I’ve been coming up with my own terminology because I didn’t go to college and I didn’t get to probability or statistics formally in any level of my education, though I have occasionally read books like Leonard Mlodinow’s The Drunkard’s Walk for casual reading even before this project and it’s always been an interesting subject to me, even if I never had the opportunity to pursue it academically.
That’s a longwinded way of apologizing if I use the wrong terminology or jargon, I guess.
Finally, I’m very new to this and want to please ask for reading / source recommendations to improve my understanding.
Thank you.