Halp meh, friends!

Let's say, an attack roll is 1d6. And, I'm running a battle where 60 soldiers attack in one turn. Let's also say I don't want to roll 60d6. I know that, on average, roughly 10 will roll a 1, 10 will roll 2, and so on.

Let's say I still want to have a little randomness, so that the soldiers may acquit themselves well or poorly. What I want is to roll 1d6, and consult a table that tells me how many guys roll a 1, how many roll a 2, and so on.

Is there a way that I can have six reasonably probable results? Like, roughly 1 in 6 rolls of 60d6 will have m results of 1, n results of 2, and so on? Ranging from 1-in-6 odds they'll roll this badly, to 1-in-6 odds they'll roll this well?

Does this make any sense? I hope so!

You can do this pretty easily to decent approximation. The easiest way to do this is to treat the Nd6 curve like it's a perfect bell curve (it isn't, but at 60d6 it's pretty close). The d6 can then be treated as if it determines where on the curve it is, using (1/7, 2/7, 3/7, 4/7, 5/7, 6/7), tied to the normal distribution. A quick lookup gets [-1.067, -0.566, -0.18, 0.18, 0.566, and 1.067] as the corresponding standard deviations out. Anydice gives you standard deviation, so at this point you just need to make a table in Excel for varying numbers of dice, and then call it a day - this assumes you just need totals.

If you need the numbers for each result you can get something similar using the calculated standard deviation of the binomial distribution, where you can use Anydice again with the custom die (1,0,0,0,0,0), then feed that into Excel to get your d6 mapping. It's a bit messier though, where just using the binomial distribution for how many soldiers hit when they all roll 1d6 where you calculate the hit probability first is much cleaner. The normal distribution is again a reasonable approximation.

Is it possible to use programmes like AnyDice for dice with symbols rather than numbers? For example, the new edition of Legend of the Five Rings uses two types of custom dice, with four different symbols in varying combinations on them. To further complicate probabilities, it's a roll and keep system - you roll X+Y dice and keep X of that pool.

I'm not aware of a way to do this properly - but you can use custom dice with the right numbers on them to do symbolic work. I assume L5R doesn't exceed dice pools of 9 dice (it doing so makes this harder, but still doable), so consider the custom die d[1,10,100,1000]. If you roll up to 9 of them the number that gets put shows a distribution of 4 symbols across 9 dice. The varying combinations can be handled by altering the custom die, where something like d[1,10,10,100,1000,1000] weights whatever symbol you're using for the 10 and 1000 twice as high. You don't need to use a base-10 system for this, which lets you get more than 10 dice in, but it starts getting into a much bigger pain (though I suppose you could just use a base 100, and get 2 digit results for each).

A question for anydice experts.

Thinking of things I might do with a Fate/Fudge die pool. It has a small twist. Each die is { blank | blank | + | + | - | - } and my thought is to use a die roll with results of 0 (33%) 1 (33%) and 2 (33%). It's a d3-1 thing, yes, but the system is counting the bones with sticks present, where the + result shows two sticks. (This would in a nifty way fit with my notion of a "casting sticks" sort of mechanical name for what's tested).

So, what I am wondering, in light of my chaotic life and hefty amount of drugs (presently on bedrest with bronchial infection) I was wondering if anyone knows the coding for a dice pool for Xd3-1? I am sure it's easy... just foggy at the moment.

Help much appreciated.

I'm assuming you want only some of them, given the use of the term dice pool. So:

Code:

`output [highest M of Nd{0,1,2}]`