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I'm trying to come up with a way to generate random numbers, ideally with something like dice, that would be trending more to one side of the scale than the other, say in a range of 1-10, 1-20.
E.g. on a 6-sided die, you have the same chance to roll any of the six numbers.
If you roll 2 dice, take the sum of both die you are more likely to roll a 7 than a 1.
I'm looking for something that if you roll two dice you are more likely to roll a 12 (one side of the scale) than a 2 (the other side of the scale), with values in the middle of the scale having a "medium" probability. Obviously, this doesn't work with two dice, but that's the idea.
Any thoughts?
Comments
Doing coding back then I had to do something similar, the trick I used was just use % based instead, let say an evenly distrubuted roll of 1 to 12 is about 8% each, you can make 1 to 4 5% each and similar
a) seed a 1 to 1000 random
b) divide by 10
c) with your XY.Z% distribute your 1 to 12 random
Back when I cared...
Ran 1-1000
Are people still using that?
Yep, that's what I'm after, though I was hoping to achieve this with dice, or a similar implement usable in a board game.
I could get there in a coarse manner by just mapping multiple roll results to the same outcome.
If I wanted to generate numbers 1 through 6 with different distributions, I could use 2 dice, add them and use the sum like so:
sum1, sum2, etc (maps to) result, probability
2, 3, 4, 5 -> 1, 10/36
6, 7 -> 2, 11/36
8, 9-> 3, 9/36
10 -> 4, 3/36
11 -> 5, 2/36
12 -> 6, 1/36
The different probabilities to roll a certain sum with 2 dice govern the splits, plus keeping the consecutive numbers together. I could have 2, 3, and 6 map to the same result, but that would make things more complicated.
This mapping isn't quite as nice what I had hoped for. Maybe I'll get a d12 or d20 instead, then I don't have to worry about the sum 7 being so much more likely than a 2 or a 12.
Hmm, maybe if I use different dice, like a d4 and a d6...