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Made in dk
Loyal Necron Lychguard






The goal of a roll-off is to determine a victor and a loser randomly.

A tie on a roll-off fails to determine a victor and a loser.

The chance of a tie on a 1D6 roll-off is 17%, the chance of a tie on a 2D6 roll off is 11%.

Roll-offs should be made using 2D6.

1/6*1/6+1/6*1/6+1/6*1/6+1/6*1/6+1/6*1/6+1/6*1/6=16,666666667

(1/36)^2+(2/36)^2+(3/36)^2+(4/36)^2+(5/36)^2+(6/36)^2+(1/36)^2+(2/36)^2+(3/36)^2+(4/36)^2+(5/36)^2=0,112654321
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Roll-offs take maybe ten seconds to resolve. I don't think this is something we need to worry about optimizing.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Fully-charged Electropriest






6% isn't a huge difference. That is 1 in 20 less ties overall.
   
Made in au
Dakka Veteran




If you roll a tie on a d6, just roll another d6 and compare. It is less than 3% to have two ties in a row.
   
Made in de
Nihilistic Necron Lord






Germany

And still i managed to have four ties in a row.
   
Made in au
Dakka Veteran




If you want to avoid ties completely, just flip a coin. Heads I win, tails you lose.
   
Made in dk
Loyal Necron Lychguard






JakeSiren wrote:
If you want to avoid ties completely, just flip a coin. Heads I win, tails you lose.

Coins are not otherwise a part of the game, while everyone will have at least 2D6, a better option would be 4+. Only one player can flip a coin or roll a dice to see if you roll high or low, so now you need a way to decide who gets to flip the coin. Yugioh has interestingly moved from coin flips to dice rolls from what I gather watching Youtubers.
 KingGarland wrote:
6% isn't a huge difference. That is 1 in 20 less ties overall.

Yeah, it's microscopic. But I think if I was designing a new game from the ground up I'd probably do dice-offs on 2D6, what about you? For MtG Commander we use a D20, if 10th started using D12s like Apocalypse that'd be the best option.
   
Made in au
Longtime Dakkanaut




Just 1-3 you win, 4-6 I win. Simple.
   
Made in ca
Fully-charged Electropriest






 vict0988 wrote:

 KingGarland wrote:
6% isn't a huge difference. That is 1 in 20 less ties overall.

Yeah, it's microscopic. But I think if I was designing a new game from the ground up I'd probably do dice-offs on 2D6, what about you? For MtG Commander we use a D20, if 10th started using D12s like Apocalypse that'd be the best option.


I would manufacture D100s and make players use that for dice-offs, and only for dice-offs.
   
Made in dk
Loyal Necron Lychguard






 KingGarland wrote:
 vict0988 wrote:

 KingGarland wrote:
6% isn't a huge difference. That is 1 in 20 less ties overall.

Yeah, it's microscopic. But I think if I was designing a new game from the ground up I'd probably do dice-offs on 2D6, what about you? For MtG Commander we use a D20, if 10th started using D12s like Apocalypse that'd be the best option.


I would manufacture D100s and make players use that for dice-offs, and only for dice-offs.

You're a devil, I love it
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Roll off with whatever you and your opponent agree on. D6 is fine. 2D6 is fine.

Not sure on the % of ties on a 2d6 roll. That roll has a strong bias towards the middle numbers (6-8) that throw things off.
   
Made in gb
Calculating Commissar





England

JakeSiren wrote:
If you want to avoid ties completely, just flip a coin. Heads I win, tails you lose.

What is this "coin" you speak of? I don't think I've seen one in 3 years

 ChargerIIC wrote:
If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
 
   
Made in dk
Loyal Necron Lychguard






(5/36)^2+(6/36)^2+(5/36)^2=0,06635802469

There is a 5/36 chance of getting a 5 and a 5/36 chance of the opponent also getting a five, you multiply the chances of it happening to find out the chance of both happening at the same time (that's why the numbers are squared).

(1/36)^2+(2/36)^2+(3/36)^2+(4/36)^2+(1/36)^2+(2/36)^2+(3/36)^2+(4/36)^2=0,0462962963

So ties of 6s, 7s and 8s account for about 60% of duplicates on average when making a roll-off with 2D6. While the distribution of ties is entirely even on a 1D6 roll-off. 2D6 roll-offs will still on average have fewer ties.

This message was edited 1 time. Last update was at 2022/12/18 16:53:53


 
   
Made in us
Sneaky Sniper Drone




Pacific Northwest

Forget a dice roll-off. To properly settle a dispute, both armies should call a cease fire and send forth their greatest champion for an honour duel in the middle.
Worked for Sicarius and Farsight.

Dakka's Dive-In is the only place you'll hear what's really going on in the underhive. Sure, the amasec is more watery than a T'au boarding party but they can grill a mean groxburger. Just watch for the occasional ratling put through a window and you'll be alright.
It's classier than that gentleman's club for abhumans, at least.
- Caiphas Cain, probably

 
   
Made in us
Longtime Dakkanaut




 vict0988 wrote:
JakeSiren wrote:
If you want to avoid ties completely, just flip a coin. Heads I win, tails you lose.

Coins are not otherwise a part of the game

They're usually part of a wallet though.
   
Made in us
Hurr! Ogryn Bone 'Ead!





EviscerationPlague wrote:
 vict0988 wrote:
JakeSiren wrote:
If you want to avoid ties completely, just flip a coin. Heads I win, tails you lose.

Coins are not otherwise a part of the game

They're usually part of a wallet though.


I mean rolling a 4+ on a d6 would also work...
   
Made in us
Gore-Soaked Lunatic Witchhunter







The chance of a tie on a d% roll-off is only 1%!

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Hurr! Ogryn Bone 'Ead!





 AnomanderRake wrote:
The chance of a tie on a d% roll-off is only 1%!


1% is the probability of rolling a single number on a single die. You want the conditional probability of rolling a number given that that number was just rolled. I want to say that'd be 1% of 1%, but it's been a hot minute since I worked with conditional probability.


In other news...is rolling a tie really that much of a problem? I kind of enjoy rolling a tie...it builds the tension heh
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

DeadliestIdiot wrote:
 AnomanderRake wrote:
The chance of a tie on a d% roll-off is only 1%!


1% is the probability of rolling a single number on a single die. You want the conditional probability of rolling a number given that that number was just rolled. I want to say that'd be 1% of 1%, but it's been a hot minute since I worked with conditional probability.


In other news...is rolling a tie really that much of a problem? I kind of enjoy rolling a tie...it builds the tension heh
If you roll any number on a d100, there’s a 1/100 chance someone else will roll the same number.
Anything else has a winner and loser.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Hurr! Ogryn Bone 'Ead!





 JNAProductions wrote:
If you roll any number on a d100, there’s a 1/100 chance someone else will roll the same number.
Anything else has a winner and loser.


Hmmm... thinking about it more, I think you're right. I was calculating the probability of rolling a specific number twice (e.g., 42 and 42). I was right it that it should be conditional probability, but that would be the original 1% that was indicated. Thanks for catching my error.
   
Made in gb
Longtime Dakkanaut



Glasgow

Why not have one player role a single d6 and the other call odds or evens there's a 0% chance of a tie
   
Made in gb
Longtime Dakkanaut




I thought a simple d6 roll off with a tie meaning don't bother with the game and drink something enjoyable while arguing over the last time it was a tie did well

failing that go with the old spitting Image game method, fattest player starts, in the event of a tie, the ugliest player wins - both decided by majority opinion, or failing that a roll off and if thats also a tie who can take the hardest impact from the heresy rule book
   
 
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