Re: A few dice probablities
Actually I remember taking a keen interest in such things.
Just not for the typical reasons.
Being one of the few people here who actually played pen and paper games while growing up, dice were the key componet.
Thus, certain decisions could be mathematically planned out, instead of seeing how quick you were on a thumbstick.
BattleTech in particuliar, was my favorite. And its core rules were based on a two 6-sided dice. So I am familiar with one of those tables. With one important difference: It was that you add the probabilities up, starting with '12'. Because more often then not, you want to roll a number, or higher. then better the chance, and more you should shoot. This also led to stand off battles, over whether you or not you have a mathematical advantage over your opponent.
If you look at the chart (and do the math) you will see that if you need to roll only 10 or above, while your opponent needs 11 or above to hit you, you are twice more likely to hit then they are. Thus, over time, you will win. When MU*s were developeed and also used the 2d6 system, there were plenty of techniques based upon that system.
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