AnyDice Dice Probability Application

So I stumbled across a wonderful dice probability and odds application the other while browsing the National Game Design Month (NagaDemon) website.  The application is called AnyDice and you can use it figure the probability of any die roll.

For example, a simple roll of 2d6 yields this output:

2 2.78
3 5.56
4 8.33
5 11.11
6 13.89
7 16.67
8 13.89
9 11.11
10 8.33
11 5.56
12 2.78

So, a roll of 6 has a 13.89% chance of occuring, while rolling a 7, the most likely outcome, has a 16.67% chance of coming up.  No wonder you don’t want a 7 in the game of craps!

The website itself is described as “… an online tool – also called a web application – that you can use to calculate dice probabilities. It is like a calculator, but for more than just numbers. You feed it a dice mechanic and it will tell you the odds for every possible result that you could get.”

The online tool is quite powerful, allowing you to add variables, if / then statements and more.  You can show the odds for at least or at most on a die roll, as well as a ton of other uses and variables.

If you are into the mechanics of dice rolling or are a game designer, I suggest you visit AnyDice.

Click HERE to visit AnyDice.


Experiment: Help Write the Rules to a Tabletop Minis Game Part II

As a continuation from my previous post “Experiment: Help Write the Rules to a Tabletop Minis Game”, I wanted to do a summation so far of what we’ve come up.

Here are the rules as I first posted them to help get started:

1.  The rules must fit on the front and back of an 8.5 x 11″ paper.
2.  Army lists can be listed separately from the rules.
3.  Must be generic enough for people to use their own models in a specific setting, i, e., fantasy, sci-fi, modern, pulp, space or airplane, etc.  However, choosing a current range that doesn’t currently have rules might be easier.
4.  NOT mass battles, but skirmish.
5.  Finally, alternating activations of some kind and no action points.

With the help of a couple of other commenters, this is where we are at:

1.  True line of sight

2.  All models have 360 degree field of vision

3.  Movement is simple- Walk/Run/Charge

4.  Shooting should possibly be unmodified or a simple modifier for range.

5. Actions can only be performed once

6.  Some models, like leaders or specials, can perform more than one action.

7.  Actions can be performed in any order

8.  Some common actions:

  • Run (May not perform any other actions)
  • Move (jump/climb)
  • Activate/Interact
  • Attack (Melee/Range)

9.  Leaders may get “orders” or special commands

10.  Dice is a D6

So, what do you few, proud readers think so far?  What do we need to add for some more ideas?  We can get to specifics later.

Leave your thoughts below or on the original thread linked above.

Game Design Class: I’m Signing Up! It’s Free!

I got this email from Steve Jackson Game’s Daily Illuminator email.  I just signed up and thought I’d pass it along.  If you sign up, let me know so we can be added to the same group.

Game Design Concepts ( ) , an online course covering the process of making a game, from idea generation to prototyping to playtesting. The instructor is Ian Schreiber, who wrote Challenges for Game Designers ( ) , and has been teaching game design at Ohio University for a couple years.

The course has no registration fees except for the required text, but classes start next Monday, June 29. Interested, but don’t have the time to commit? Most of the “lecture” will be occuring on the open blog, so anyone can follow along.

Since the office will be closed next week ( ) , I think I’ll add the site to my Morning Coffee ( ) . Some topics in the syllabus ( )  look very interesting, especially “Critical vocabulary: what is a game?” and “Blindtesting techniques.” Anything that facilitates better communication between designers sounds like a great idea to me, and you can never have too many tricks for testing your game.