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> SR5: Die Pools, February 1 blog article, and what it might mean
_Pax._
post Mar 4 2013, 01:30 PM
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QUOTE (sk8bcn @ Mar 4 2013, 08:20 AM) *
Well somewhat, failing a shot, a pass or several of those things are just failed actions to me.

Sure, sure.

How about fumbling a dribble? You never once had he ball bounce in a way you hadn't expected, or put slightly the wrong spin on it? You've never tried to steal the ball from someone, only to see it go out-of-bounds with you having been the last to touch it? You've never tried to recover from having the ball stripped from YOU, only to see it go out of bounds?

Because if you haven't had little things like that happen to you, in the course of fifteen years? Why hasn't the NBA recruited you, yet? O_O Or your country's Olympic team, for that matter.


QUOTE
"Hell, I watch MMA all the time, and it's surprising how many people slip on the mat when trying to throw a kick, how many people break a hand or foot landing a blow, and how many people completely screw up a technique and get totally dominated. I'd call a number of those glitches, and decide they happen more often than one might hope for."

Even those, most of them are just one beating the other no?

No, trying to throw a kick and slipping on the mat, is not simply a failed roll.

QUOTE
I'm not arguing about the existence of glitches, mind you, just that any system going over the 2-3% likeliness rate is too high at my taste.

And I'm arguing that you're discounting too many things that should be "glitches", as being of no consequence at all.
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sk8bcn
post Mar 4 2013, 02:49 PM
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QUOTE (_Pax._ @ Mar 4 2013, 02:30 PM) *
Sure, sure.

How about fumbling a dribble? You never once had he ball bounce in a way you hadn't expected, or put slightly the wrong spin on it? You've never tried to steal the ball from someone, only to see it go out-of-bounds with you having been the last to touch it? You've never tried to recover from having the ball stripped from YOU, only to see it go out of bounds?

Because if you haven't had little things like that happen to you, in the course of fifteen years? Why hasn't the NBA recruited you, yet? O_O Or your country's Olympic team, for that matter.


mmm

There's something I fail to get. In so far, I've read there that a glitch was a complication occuring in your task. I've fumbled dribbles, airballed, made passes where I knew while making it that they would be intercepted.

But to me, those are not complications. I mean they are just bigger failures.

QUOTE
No, trying to throw a kick and slipping on the mat, is not simply a failed roll.

And I'm arguing that you're discounting too many things that should be "glitches", as being of no consequence at all.


We've got a difference in how we interprete a "glitch".

The fumbbled pass, the kick that ends in falling on the mat just fits in a system like : "roll dice pool, if more ones than successes, you have a glitch" as they are skill related.

If the glitch is a complication unrelated to skill level (like roll 2d6, double 1=glitch) and happens often (maybe as a story-enhancer), I'm not for it, I handle them better off-skill roll.
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Tashiro
post Mar 4 2013, 04:03 PM
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See, I consider a 'glitch' to be a complication.
So, failing a pass or getting an airball might be a failure. But slipping on the court, getting a sprain, or passing right to an opponent (interception!) could be a glitch. It isn't that 'you failed', it's that your life just took a step back, making success that much harder. A critical glitch, of course, would be a 'you failed and it wound up horrible for you'. You pass the ball, someone intercepts it and gets the point. Or, in hockey, you scored on your own net (seen it happen when Wayne Gretzky accidentally scored on his own net during the Stanley Cup playoffs some time ago. Wasn't that something... he cost his team the cup).

In MMA, whiffing on a kick? That's a failure. Landing on your ass because of it? That's a glitch... you're now prone, and your opponent has a significant advantage. If you kick your opponent, and shatter your foot? That's a critical glitch. Now, does anyone want to sit down and math how often this happens? Probably not - but you can check medical reports for injuries ... training injuries in MMA are really... significant. Injuries gathered in a game of hockey or football? I'd say a number of those are from glitches coming up over the course of a game. These games aren't meant to cause injuries - but they're contact sports, and injuries happen. (Except MMA, where injuries are the intent...)

I'd say that most of these injuries are glitches - in hockey / football, I'd say that most of the damage is 'stun' damage, but a glitch shifts the injury to 'wound'. And in a hockey game, or even during training, you'll see these glitches come up... even once a game. In football, there's a lot more involved, so there's a higher chance of sucking back a glitch, thus getting a few wound boxes filled. And in MMA...

And definitely, a glitch doesn't have to be horrible. In a gunfight, you get the shot off and your weapon jams, requiring one IP to unjam it (glitch), or you wind up shooting through the fruit stand, giving the guy an extra 2 points of soak (glitch), or you have to hesitate because just as you were about to pull the trigger, a group of civilians comes out of the alley in a panic, trying to get out of the way and completely spoiling your shot (critical glitch) - or worse, one got IN the way, and died (critical glitch).

Glitches make for a good narrative tool, and don't always have to be 'hose the player'. A slip in the MMA ring isn't going to necessarily screw the entire fight, and having to spend an IP fixing your gun isn't necessarily going to screw the entire firefight. It gives the player or the game master a nice twist to throw into the scene, without having to upend the entire scene as a whole.

Hell, I had a player with gremlins completely screw his commlink. Rather than having it destroyed, I had the language filter switch to the ancient dwarvish language. Once the PCs figured out that it was an actual language, they were able to sell it to the Atlantian Foundation. The dwarvish language is slowly showing up in my Shadowrun campaign now.

Now, the second time, I had the perfectly-sealed custom-built commlink's internal components leak blue ooze out the sides. This made the hacker who had designed it for him perplexed. "How did it even DO that?!"
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MK Ultra
post Mar 4 2013, 05:44 PM
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Sorry to derail the glitch discussion for a minute...

QUOTE
Point by point:

Skill ratings will be 1-12 (again) ... but costs are not coming down. The upper echelons of skill ratings will be rewards for development and progression (and survival).


Hm, might give some better granularity for the description of proficiency levels, but I dont like the increased number of dice and the different scale between attributes and skills - i had some other house rules in place, to make sure skills had more importance in a roll then attributes. i.e. I limited the maximum number of rolls in extended tests to skill*2 (1 roll only for unskilled) and glitches where based on skill instead of pool/2 (see below).

QUOTE
Matrix actions are going to be Skill + Attribute ... though they did not specify which attribute(s).


I used that for a while and it worked ok, we only had a minimum ammount of hacking though.

QUOTE
Weapons are being given a new statistic, "accuracy", that will limit how many hits can be counted when using them ... it seems likely that thins like Laser Sights and Smartlinks will become Accuracy modifiers. It also seems logical to infor that one's programs, and/or commlink stats, will work like "accuracy" for matrix actions. A direct comparison was made to how the hits you can count for spellcasting are directly limited by the Force you cast the spell at.

Limits and Edge interact in some unspecified way (detailed in the next article, yet to be published ... *shrug* ... lots of room for speculation, here.


So they peaked into my houserules (IMG:style_emoticons/default/wink.gif)
I dont think its a far way once you have contemplated the matrix mechanics. I used it for most rolls (vehicle, matrix, combat, magic, healing (limit based on lifestyle)) and it worked quiet well. I only used soft limits thought (i beleave there was an optional rule suggestion for spellcasting like that) in that hits above the limit would only count 1/2. Unarmed combat (except for ppl w martial arts) was 0, i.e., I like armed combat to be inherently more dangerous then unarmed. I also used it for damage resistance (I roll body+strength, limited by armor (so w.o. armor all your hits count half)*. This worked really well for me, allthough my players needed getting used to it.

*armor would still change phys to stun normaly (actually all physical attacs also do the same amount of stun in my game, getting rid of the whole when you are tired its better not to use your armor nonsense), but it would not give extra dice to resist.
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MK Ultra
post Mar 4 2013, 06:10 PM
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back on topic... glitches and edge

For the record, I love the edge mechanic. Its way better then karma pool and also i interpret it as not pure luck, but also how much a character can push him/her/it-self if just a bit more is needed - and how often. So I think its also cool thematically. The uncybered mundane can spend the points safed on edge, which fits because you need to be abled to push yourself more, if you dont have any other boosts.

With the soft limits I used edge was not necessary as a limit break though. I think refreashing compleatly after a run/w a lot of downtime and sometimes a single point for big acheavements or some good rest or an exceptional & called trickshot (in other words wasting hits and risking a miss just for dramatic effect - but only if the risk is high enough relative to the dicepool, importance and dificulty) or for suffering a crit glitch w/o edging out.

As stated above, I used skill not pool/2 to decide glitch or no glitch. I thought thats cool, because a person can be immensely capable (high attribute/bonus dice) but if the person is not highly skilled at the same time, the chance to break your knuckles while breaking s.o.'s face get higher. with unskilled rolls, 2s also count for glitches in my game (but i do not reduce the pool by 1 for defaulting), so when defaulting glitches get quiet likely.

Now normal glitches (as opposed to crictical once) also are not that tough in my games. might have to unjam for i action, or get off the ground, or pick up your knife, or make some unintended noise (for infiltration that would be more a critical glitch), etc.. If nothing else fits, I would give 'stress damage' to gear or attributes (usually 1d3, for every 3 points the gear or attribute would suffer a -1 dice pool mod - that might be 'stun'/temporary for regular glitches, which is easily fixed or healed quickly, or permanent/'physical' for critical glitches, which would need some money and/or time). This worked really fast and well. Even mental attributes could accumulate this, which dosnt necessarily reflect braindamage - could just be confusion or distraction (intuition), some missremembered facts (logic), bad mood or spinach between your teeth (charisma) or plain tiredness or demotivation (willpower).

The glitches were farely freequent in situations w many rolls, like combat, but since the effects were minor and npcs would glitch just as much, it made for interesting twists and turns.
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Cain
post Mar 5 2013, 07:06 AM
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QUOTE (_Pax._ @ Mar 4 2013, 05:02 AM) *
Remember, "glitch" != "failure". Nor are all glitches critical glitches (which is what I would say a ruptured tendon would nicely represent).

No, but neither do they occur at a fixed percentage, regardless of skill. Saying that the best-skilled, best-equipped person has the same chance of getting it wrong as an untrained, unprepared amateur is more than a little silly.

The odds of a complication need to scale with skill levels. A flat one-in-six chance of something going wrong, regardless of how well you've prepared or how skilled you are, just doesn't work.
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Falconer
post Mar 5 2013, 07:45 AM
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Cain; but the current system doesn't work well either. Once you go past 10 dice the chance practically disappears to the point even a normal glitch becomes a freak occurrence, let alone a critical glitch... someone else got it dead right I think... it was designed for SR3 where the dice rolled rarely entered the teens.

It's the nature of the beast... how high should the glitch chance be on small pool? How much should it diminish as the pool gets larger and larger? My own take is that it shouldn't fall below 1% and not really go higher than say 10%. The hard part is coming up with some scheme which isn't overly complicated based on the d6 mechanic.

The best idea I could come with was was flawed by that at the low end, though it did scale nicely.

At what point do you just throw up your hands and say a glitch is when you roll a 1 on a d20 (5%).. or snakeeyes on two separate 2d6 (2.8%) which at least keeps with SR's d6 motif.
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sk8bcn
post Mar 5 2013, 09:20 AM
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I've tried statistically:

more ones than successes=>numbers too high, see previous posts.
more one than half the die pool=>drops under 1% over 16 dices.
more ones then attribute would be inconcistant as you had more chances to get a glitch as your skill improves.

The only possibility left is to pick a colored die (like Star Wars d6) per 5 or 6 dice pool for exemple and if all those shows ones, it's a glitch.

kinda inelegant but it's the only statiscal solution I see that doesn't requiere a throw of additionnal dices to your dice pool.


(that is, I can live with a low glitch probability system)
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MK Ultra
post Mar 5 2013, 10:05 AM
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QUOTE (sk8bcn @ Mar 5 2013, 11:20 AM) *
I've tried statistically:

more ones than successes=>numbers too high, see previous posts.
more one than half the die pool=>drops under 1% over 16 dices.
more ones then attribute would be inconcistant as you had more chances to get a glitch as your skill improves.

The only possibility left ...

What do you think about ..
QUOTE (MK Ultra @ Mar 4 2013, 07:44 PM) *
... glitches where based on skill instead of pool/2 ...

I have no time to calculate the propabilities right now, but at least it fits w the notion, that a skilled person is less likely to glitch... the only odd thing is, that as you get negative dice mods, its also getting less likely to glitch. Mayb be less likely with less dice mods in SR5. You could even subtract dice mods from glitch threshold, as well (may be feasable w higher skill range and less dice mods in SR5). That way, you have a system thats less likely to glitch for with increased skill and very skilled ppl are unlikely to glitch at all, unless there are adverse conditions, which i think makes sense, too.
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sk8bcn
post Mar 5 2013, 11:15 AM
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QUOTE (MK Ultra @ Mar 5 2013, 11:05 AM) *
What do you think about ..

I have no time to calculate the propabilities right now, but at least it fits w the notion, that a skilled person is less likely to glitch... the only odd thing is, that as you get negative dice mods, its also getting less likely to glitch. Mayb be less likely with less dice mods in SR5. You could even subtract dice mods from glitch threshold, as well (may be feasable w higher skill range and less dice mods in SR5). That way, you have a system thats less likely to glitch for with increased skill and very skilled ppl are unlikely to glitch at all, unless there are adverse conditions, which i think makes sense, too.


Well but in this case, the higher the attribute, the higher your chance to glitch. Ofc it's feasible, though somewhat weird that skill 3+ atrribute 3 has less chance to see a glitch occuring than a skill 3 attribute 6 character.

That is, you could argue that the raw potential of the S3/A6 character makes him succeed more often, but his success are less refined (hence with glitch)?

CODE
    1    2    3    4    5    6
1    30,3%    41,2%    51,4%    59,8%    65,8%    70,7%
2    7,4%    13,3%    19,2%    26,0%    32,4%    40,0%
3    1,7%    3,4%    6,2%    9,6%    13,6%    17,4%
4    0,4%    0,9%    1,9%    2,8%    4,6%    6,8%
5    0,1%    0,2%    0,4%    0,8%    1,7%    2,5%
6    0,0%    0,0%    0,1%    0,2%    0,5%    0,9%
7    0,0%    0,0%    0,0%    0,1%    0,2%    0,2%
8    0,0%    0,0%    0,0%    0,0%    0,0%    0,1%
9    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
10    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
11    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
12    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%


rough stats of your proposal
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bannockburn
post Mar 5 2013, 11:18 AM
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I'm not quite sure, what the table is supposed to signify, but I think your math is off when comparing a 3+3 roll to a 3+6 roll.
Uneven numbers have a lower chance to glitch than even numbers, but even so, the glitch percentage would be lower on a 2+3 roll than on a 3+3 roll, and even less on a 3+6 roll.
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sk8bcn
post Mar 5 2013, 11:18 AM
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horizontaly: Attribute
Vertically: Skill
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bannockburn
post Mar 5 2013, 11:20 AM
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I am assuming, you're calculating the regular glitch chance, not the critical, then?

Edit: And in the system you proposed earlier?
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sk8bcn
post Mar 5 2013, 11:23 AM
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QUOTE (bannockburn @ Mar 5 2013, 12:18 PM) *
I'm not quite sure, what the table is supposed to signify, but I think your math is off when comparing a 3+3 roll to a 3+6 roll.
Uneven numbers have a lower chance to glitch than even numbers, but even so, the glitch percentage would be lower on a 2+3 roll than on a 3+3 roll, and even less on a 3+6 roll.


I've used a random function with 10 000 trials for each value. Also I've got a stat diploma, it's easier that way (IMG:style_emoticons/default/nyahnyah.gif) (so it may differ but nothing over 0,3-0,5% I guess)

and yes, it's just a regular glitch into the table.
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bannockburn
post Mar 5 2013, 11:26 AM
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Well, I'm hoping that you know with your diploma that there is a lot of rounding imprecision going on there, with just one point after the comma (IMG:style_emoticons/default/wink.gif)
Anyways, I was under the false impression that this would be the calculation for the regular glitch mechanic from the books, so disregard my comments as a mere question for clarification (IMG:style_emoticons/default/smile.gif)
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sk8bcn
post Mar 5 2013, 11:29 AM
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For my info, critical glitch occurs when you don't have the requiered success + glitch occurs, right?

If you need 3 successes, that would be the table of a critical glitch:

CODE
    1    2    3    4    5    6
1    30,7%    41,7%    49,7%    52,2%    49,3%    45,7%
2    7,8%    13,6%    18,3%    22,7%    24,2%    23,2%
3    1,6%    3,3%    6,0%    8,1%    10,2%    10,3%
4    0,3%    0,9%    1,7%    2,3%    3,4%    4,0%
5    0,1%    0,1%    0,5%    0,7%    1,2%    1,3%
6    0,0%    0,1%    0,1%    0,1%    0,4%    0,4%
7    0,0%    0,0%    0,0%    0,0%    0,1%    0,1%
8    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
9    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
10    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
11    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
12    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%


If you need 2 successes:

CODE
    1    2    3    4    5    6
1    30,2%    36,5%    36,9%    32,8%    27,4%    22,6%
2    7,5%    11,7%    13,4%    14,0%    12,8%    11,6%
3    1,4%    2,9%    3,9%    4,5%    5,2%    4,8%
4    0,3%    0,7%    1,3%    1,5%    1,6%    1,9%
5    0,1%    0,2%    0,3%    0,4%    0,5%    0,7%
6    0,0%    0,0%    0,1%    0,1%    0,2%    0,2%
7    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
8    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
9    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
10    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
11    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
12    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
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bannockburn
post Mar 5 2013, 11:31 AM
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No, a critical glitch occurs if you have NO successes (at all) AND more than half of your pooldice come up as 1s.
A friend of mine wrote a script recently for the regular mechanic, but that goes deep into mathhammer territory (IMG:style_emoticons/default/wink.gif)
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sk8bcn
post Mar 5 2013, 11:32 AM
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QUOTE (bannockburn @ Mar 5 2013, 12:20 PM) *
Edit: And in the system you proposed earlier?


Which one?
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bannockburn
post Mar 5 2013, 11:35 AM
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I have no idea anymore at this moment (IMG:style_emoticons/default/smile.gif)
A lot of systems have been thrown around in the last posts and the only thing I am sure of is that it can't be the regular mechanic.

I hope. (IMG:style_emoticons/default/wink.gif)
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sk8bcn
post Mar 5 2013, 11:35 AM
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QUOTE (bannockburn @ Mar 5 2013, 12:31 PM) *
No, a critical glitch occurs if you have NO successes (at all) AND more than half of your pooldice come up as 1s.
A friend of mine wrote a script recently for the regular mechanic, but that goes deep into mathhammer territory (IMG:style_emoticons/default/wink.gif)


ok so no succes at all with number of ones = skill dice.

CODE
    1    2    3    4    5    6
1    19,9%    17,2%    13,4%    10,0%    7,0%    5,2%
2    5,0%    5,0%    5,2%    4,2%    3,1%    2,4%
3    0,9%    1,3%    1,5%    1,5%    1,2%    0,9%
4    0,2%    0,3%    0,6%    0,5%    0,4%    0,4%
5    0,0%    0,1%    0,1%    0,1%    0,2%    0,2%
6    0,0%    0,0%    0,1%    0,0%    0,1%    0,1%
7    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
8    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
9    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
10    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
11    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%
12    0,0%    0,0%    0,0%    0,0%    0,0%    0,0%


no success at all is kinda harsh. It happens very seldomly.
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bannockburn
post Mar 5 2013, 11:36 AM
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QUOTE (sk8bcn @ Mar 5 2013, 12:35 PM) *
ok so no succes at all with number of ones = skill dice.

Ah, thanks for the clarification (IMG:style_emoticons/default/smile.gif)

QUOTE
no success at all is kinda harsh. It happens very seldomly.

Yes, which is why I am perfectly okay with the current glitch system *g*
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Epicedion
post Mar 5 2013, 02:17 PM
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QUOTE (sk8bcn @ Mar 5 2013, 06:23 AM) *
I've used a random function with 10 000 trials for each value. Also I've got a stat diploma, it's easier that way (IMG:style_emoticons/default/nyahnyah.gif) (so it may differ but nothing over 0,3-0,5% I guess)

and yes, it's just a regular glitch into the table.


As a mathematician and programmer, I salute the Monte Carlo simulation.
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Falconer
post Mar 5 2013, 05:24 PM
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I don't agree with Monte Carlo. I prefer to just outright calculate exact odds and distributions.

It's not that hard to do in these cases.

Also... 10,000 sounds like a lot, but it isn't a sufficient population size when your actual population size of results is in the trillions. (16 dice, 2.82 E12 possibilities of merely calculating the combinatorial distributions of 0-16 1's. 1:5 odds weighted coinflips).
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Lionhearted
post Mar 5 2013, 05:47 PM
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What's that old saying about formulas and reader count again?
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Epicedion
post Mar 5 2013, 07:19 PM
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QUOTE (Falconer @ Mar 5 2013, 12:24 PM) *
I don't agree with Monte Carlo. I prefer to just outright calculate exact odds and distributions.

It's not that hard to do in these cases.

Also... 10,000 sounds like a lot, but it isn't a sufficient population size when your actual population size of results is in the trillions. (16 dice, 2.82 E12 possibilities of merely calculating the combinatorial distributions of 0-16 1's. 1:5 odds weighted coinflips).


Not quite. There are only 245157 distinct combinations of 16 dice. The 2.82E12 number includes all permutations -- that is, where 1 2 3 is counted separately from 3 2 1. We don't really care about the functional duplicates here, since dice order isn't important.

EDIT: Oh, your general formula for n dice is (7+n)!/(7! n!)
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