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The proper calculation when using two
or more independent events is more complicated. But using
converse probability makes things a little easier, as
demonstrated in the monster calculation above. Just ask
yourself "how likely is this NOT to happen" and then work
backwards.
See if you can redo the p4orAbove
and p2orAbove calculations
above using conditional probability. You should get 75% and 97.2%,
respectively. Note: for another stab at describing conditional
probability, see "Probability for Game Designers".
Raiding
a Land Territory
Roll
both dice when attempting a RAID. If you raid a territory that
has equal or lower strength then your longship, then you must roll at
least 1 axe to succeed. If the territory is higher strength
then your longship, then you need at least 2 axes; also, no monsters
may be showing.
Cymru (Wales) Has a
Strength of 4, Mercia has a Strength of 6
Chance of rolling an Axe, per die:
Chance of rolling a Double Axe, per
die:
Chance of rolling at least one axes'
worth, per die:
Chance of rolling at least 1 total axe
on two dice (use converse probability):
Now to the other raid situation
(raiding when weaker than the land territory). The chance of rolling
at least two Axes on two dice AND no monsters are showing can be
calculated different ways:
Method 1 (adding individual
probabilities):
pAnswer = chance(exactly 2
axes with no monsters) + chance(exactly 3 axes with no monsters) +
chance(exactly 4 axes with no monsters).
The first component is the chance of
"exactly 2 axes with no monsters."
The only combos that satisfy this are
when both dice show one Axe, or either die shows a Double Axe but the
other die doesn't show Monsters or Axes. So the 2/6*2/6 component is
the chance of both dice showing an Axe at the same time; the 1/6*1/6
component is when one die shows a Double Axe and the other die shows
the only valid result: a blank (anything else is an axe or a monster,
which doesn't count towards p2AxesNoMonsters). This 1/6*1/6 is
counted twice because you can have the combo two ways: Double Axe on
die 1 and Blank on die 2, or vice-versa.
The other chances are figured
similarly:
-
p3AxesNoMonsters
= 2/6 * 1/6 + 1/6 * 2/6 = 11.1%
-
p4Axes
= 1/6 * 1/6 = 2.8%
-
pAnswer
= sum of the above = 30.6%
If none of this method made sense,
you're in luck. Brute Force can often overcome what fancy figuring
can't.
Method 2 (Brute Force):
Count the actual dice combos and figure
probability by doing ratios.
pAnswer = [(number of
combos for rolling 2+ axes) - (number of combos of those that has a
monster) ]/(number of total combos).
To figure this out, let's go ahead and
list all the combos:
Longship
Custom Dice Combo Enumeration
-
Number
of total combos on 2 dice = 36
-
Number
of combos with 2+ Axes = 15 (shaded green or orange)
-
Number
of those that has a Monster = 4 (shaded orange)
-
pAnswer
= (15 - 4) / 36 = 11 / 36 = 30.6%
Casualties
while Raiding:
Lose
one crew member for every monster rolled during the raid attempt.
Blaaargh! (image
courtesy Chris Bourassa)
When Raiding a land territory, you can
always lose some crew, regardless of whether you win or lose in the
Raid. Every monster you roll results in a crew loss.
We already derived the chance of
rolling at least one Monster on two dice earlier. Repeated here for
convenience:
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All of the games I mention use probability and custom cut dice combinations to evoke a specific model of probabilities for weapon and ability differentiation.
Do you find that the decision for using custom cut dice was more a matter of making your game unique, or was it to map the probabilities in a more grokkable fashion for the player?
Awareness of how game mechanics work at their core is what true game design is all about.
And as a player, even though in a lot of games users are not aware of how probability is involved; there's still a lot of gamers like myself that enjoy clear feedback of probability components and the action of throwing digital dice whatever the shape this takes.
First, it adds a little more personality to the game. It's a little more fun to check for axes and sea monsters than just a check things like "4 or above on d6". Goes with the theme better.
Second, the symbols are a bit more grokkable, as you've pointed out. I'm hoping the rules are more memorable, and less checking of reference tables will be required. Rolling two dice and checking for sea monsters when passing through a Sea Monster-inhabited sea zone maps well to memory (in theory).
Some of the combos I found I needed to do just made more sense with the symbols, whereas they seemed really clumsy with straight d6s. For example, the raiding rules: checking for axes and taking casualties on sea monsters is sorta simple, whereas "5-6 equals 1 success, 6 = two successes, and a roll of 2-3 is a casualty" is just a little more of a mouthful.
Of course, I'm just using normal d6s to prototype.
I'm not saying that custom dice are categorically better; but I like the theme-ey-ness.