> JB>> While I was making a function to tell you how many die with how JB>> many sides are needed to get an average of X and a range of x, I JB>> began to wonder about the die system in general. Why does circle JB>> use the die system at all? Wouldn't it be easier to just pick a JB>>random number between x and X? >> N> actually, they aren't the same, with dice rolls, the roll will most N> likely be around the average, however with the entirely random (10, N> 30), there is an even distribution all the way across the board, N> ie, your chances of getting a 20 are the same as getting a 10. N> With a dice roll, the values will tend more towards a bell curve i N> think (jeez stat was a long time ago), but thats really the reason N> for dicerolls > >Neal > Yeah, I figured the bell curve was the main reason dice were used. I just thought it might be easier on the builders if they could simply choose an average damage and a range when they make the weapon, and that was the whole point of making my dice parser function. But the die system adds the capability of making it more/less often roll the average so I think it would be best to keep the dice system. Thanks for the input. ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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