A pair of dice which never roll 7 (2004)
chiark.greenend.org.uk
chiark.greenend.org.uk
It's an interesting change to gameplay, since the numbers are no longer independent and the gambler's fallacy ("I haven't had a 12 for a while, so it's more likely to come soon") actually makes sense here. You could restore independent numbers by reshuffling the entire deck after each turn.
That seems like an easy way to get the results from the article, without worrying about biased dice or repainting. If you want to alter the deck's probability you can just add or remove cards.
I think it should improve the game when you remove a bit of luck with this.
The best thing I have done for dice in my Catan set is to include a bag with a random assortment of 6 sided dice. At the beginning of a new game we randomly pick two dice. The random sizes, materials, and origins of manufacture keep the clustering of rolls inconsistent from game to game, which makes the game more enjoyable.
... then proceed to:
- create an entire new pair of dice for 2 turns of a game they play once in a while
- one die now has 2 values on each face with separate meaning
- for the first 2 turns, you have a special procedure to read the value of the dice that is quite convoluted
I understand the fun of it, but that's also how I see code being written in the corporate world, and that makes me sad.
"The dice". Single "die", plural "dice".
The plural is "dice" and unfortunately "dices" is definitely incorrect :-)
English is crazy.
https://diaspora.glasswings.com/posts/897e437031880139f09900...
Here is another interesting article about the etymology and singular/plural usage: https://www.grammarphobia.com/blog/2016/10/dice.html
Which brings us to another problem: I can buy a new pair of pants - or even 'some new pants' - but I've never seen 'a pant' for sale !! ;-)
- I roll 4+2 - result is 6
- I roll 4+6 - result is 10
- I roll 1+6 - result is 1
- I roll 3+4 - result is 3
- I roll 4+3 - result is 4
Correct?
1 2 3 4 5 <- D10
1 2 3 4 5 6
2 3 4 5 6 > 8
3 4 5 6 > 8 9
4 5 6 > 8 9 10
5 6 > 8 9 10 11
6 > 8 9 10 11 12- Use a normal d5 and d6.
- On a roll, if the sum on the dice face is >= 7, add 1 to the sum.
If I roll 2+3, the result is 5. If I roll 3+4, the sum is 7, so add 1 to get the result of 8.
The gives you this distribution, and is simple in practice.
1 2 3 4 5
1 2 3 4 5 6
2 3 4 5 6 8
3 4 5 6 8 9
4 5 6 8 9 10
5 6 8 9 10 11
6 8 9 10 11 12A Pair Of Dice Which Never Roll 7 - https://news.ycombinator.com/item?id=292070 - Sept 2008 (9 comments)
Beautiful artwork, 4/5 game play, definitely recommended.
While this is interesting, it hardly seems like potential nonuniformity due to unbalanced dice is the big issue here. I'd consider this an unusually complicated and awkward dice counting mechanic in a ttrpg. For a casual boardgame, it is beyond the pale.
>A really obvious alternative approach would have been to roll a d6 (labelled 1-6 as usual) and a d5 (also labelled 1-5 in the obvious way), add the results, and then add one if it was 7 or more. . . I initially discarded this approach because it felt inelegant; I wanted my dice to roll (say) a 9 by producing something which was obviously a 9, rather than producing something that looked like an 8 and requiring you to remember to convert it into a 9.
Because one simple rule is so inelegant compared to dice with numbers, dots and sometimes a second number, riiight.
I think it's cool.
The result should be (excel syntax) mod(d1+d2;12)+1. You can adjust the lowest start number of dice 2 to control which result gets the highest probability
The mathematical approach is more elegant, but less hacker