Playing with the Dice – Wild Die

I’ve been playing with the core mechanic a little bit.  Here are some numbers again on the 2d10 chart:

Result % to Roll % to Roll Equal or Higher
2 1% 100%
3 2% 99%
4 3% 97%
5 4% 94%
6 5% 90%
7 6% 85%
8 7% 79%
9 8% 72%
10 9% 64%
11 10% 55%
12 9% 45%
13 8% 36%
14 7% 28%
15 6% 21%
16 5% 15%
17 4% 10%
18 3% 6%
19 2% 3%
20 1% 1%

I was wondering how a mechanic that would let you roll an extra “wild” die in certain circumstances (such as combat advantage) would impact this math.  The idea would be that you could replace either your light or dark die result with the result of the wild die.  This would allow you to trigger certain powers more often and/or succeed more often.  Here’s the same chart, but modeled on a 3d10 and select the best two dice.

Result % to Roll % to Roll Equal or Higher
2 0.1% 100.0%
3 0.3% 99.9%
4 0.7% 99.6%
5 1.2% 98.9%
6 1.9% 97.7%
7 2.7% 95.8%
8 3.7% 93.1%
9 4.8% 89.4%
10 6.1% 84.6%
11 7.5% 78.5%
12 8.8% 71.0%
13 9.6% 62.2%
14 10.0% 52.6%
15 9.9% 42.6%
16 9.4% 32.7%
17 8.4% 23.3%
18 7.0% 14.9%
19 5.1% 7.9%
20 2.8% 2.8%

In the next table, I’ve got the net benefit of rolling 3d10 and keeping two.  I am well aware that this kind of mechanic might be over-complicating things, and a flat bonus might do just as well.  However, D&D has been playing with this mechanic for a while to add some curves to the game (avenger rolled 2d20 and picked best, witches curse causes opponent to roll 2d10 and pick worst, etc).

Result 3d10 (keep 2) % to Roll Equal or Higher 2d10 % to Roll Equal or Higher % benefit of Advantage
2 100.0% 100% 0.0%
3 99.9% 99% 0.9%
4 99.6% 97% 2.6%
5 98.9% 94% 4.9%
6 97.7% 90% 7.7%
7 95.8% 85% 10.8%
8 93.1% 79% 14.1%
9 89.4% 72% 17.4%
10 84.6% 64% 20.6%
11 78.5% 55% 23.5%
12 71.0% 45% 26.0%
13 62.2% 36% 26.2%
14 52.6% 28% 24.6%
15 42.6% 21% 21.6%
16 32.7% 15% 17.7%
17 23.3% 10% 13.3%
18 14.9% 6% 8.9%
19 7.9% 3% 4.9%
20 2.8% 1% 1.8%
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2 thoughts on “Playing with the Dice – Wild Die

  1. Andy

    I think this could be cool as long as all classes have this “feature.” As I have no doubt you know by looking at the percentages, this ability would make the character EXTREMELY more likely to succeed in a certain situation. If the effect of succeeding is powerful then it could quickly unbalance the classes.

    To me something like this would be best fit for a 1/day type power. Or maybe each class can use this type of rolling for one distinct thing (all of which are relatively balanced in power to the other classes).

    Reply
    1. JackOfHearts Post author

      Yeah, it’s comparable to a +3 bonus (in a non-linear system, with the benefit that it doesn’t actually increase the range of what you can roll) PLUS you can use it to trigger certain triggered powers. Right now, I’m toying with it for things like some racial bonuses related to background (skill) checks. For example, a simple trait called Honest: Roll a wild die when trying to persuade another non-hostile person in an interaction using only truths.

      Reply

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