Dice

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Damage and duration in POWDER are computed with a "dice" system. (The singular of "dice" is a "die".) This system is used in many roguelike games, and has its origins in the Dungeons & Dragons Role-Playing game.

A full dice expression is XdY+Z, where X is the number of dice rolled, Y is the number of sides on the dice, and Z is a static number added to the total. This creates a range of numbers that can be randomly generated. For instance, an expression such as "2d6+3" means "Roll two six-sided dice, add the results, and add 3", and results in a range of random numbers from 5-15. In POWDER and other roguelike games, we can use "dice" with any number of sides, because a computer program isn't limited to "real" die shapes. You'll see rolls like 2d3 and 3d5 a lot on this wiki!

  • You can figure out the "average" value of any die roll by averaging the maximum and minimum values: Multiply the number of sides by the number of dice, then add the number of dice (that is, the one-pips), and divide the sum by 2. Last of all, add the number after the plus. So, for "2d6+3", you've got (2×6+2)÷2 +2, -> 14÷2+3 -> 7+3 -> 10.
  • When rolling multiple dice (like the classic 3d6), the results will "tend towards the average", meaning that middle numbers are more common. This is more so the more dice that are rolled, but not at all true for a single die roll like 1d100. Single die rolls are "flat", with an equal chance of any value (so the average is not very helpful). The extreme case in POWDER is probably Xom's hit points and mana points, compared to other gods (see below).
  • Remember that die rolls are random! You may know the minimum and maximum possible, but between those, anything can pop up. Also, "dice have no memory" -- one lucky or unlucky roll doesn't mean a thing for the next roll.
  • Even a 1 in 1000 chance will come up if you roll enough times. This game's classic example would be the chance of reverting from a Polymorph, which is "1 in 1000"... per turn. Due to how repeated rolls "add up", the "average" length of time before reverting is actually under 700 turns. However, that average is "unhelpful" for the same reason as for 1d100 and such -- it happens when it happens.

Hit dice and magic dice are technically awarded as "half-dice", which are "not this sort of dice", but just a measure of your advancement.

  • Normal gods give 2d2+1 points per "half-die" given for hit dice or magic dice, which offers a 50% chance of 4 points, and 25% each chance of 3 or 5. When H'ruth gives two full hit dice (8d2+4 HP), you have roughly a 71% chance of getting 15, 16, or 17, including a 27% chance of getting exactly 16. The chances drop off fast in both directions: Odds of getting 12 or 20 HP are each 4 in 1000.
  • In contrast, Xom uses a flat die roll for HP and mana points: when Xom gives two full hit dice, you get 1d40-1 HP, for an equal chance of anything from 0 to 39.



External link
AnyDice dice calculator produces tables for any die roll.
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