Target Numbers and probability
Target Numbers and probability
I found a One Ring die roller on the internet and decided to try some probabilities. Now, I have to assume that the math on the program is right, but it was very interesting. The website factors in G-runes, so they are factored in to the probabilities.
http://www.arcdream.com/tor/dice/index.php
I ran 40 die rolls for 2-success die, 3-success die, and 4-success die, with the following results:
2 Dice
TN12 65% success
TN14 40% success
TN16 35% success
3 Dice
TN12 80% success
TN14 75% success
TN16 40% success
4 Dice
TN12 99% success
TN14 97% success
TN16 80% success
While we have to assume the math is right on the website, and 40 rolls is not statistically a lot, it does give an indication of probabilities.
It seems that the success curve is way out of whack for the game. Most characters start with 2 die in most important skills, with 1 or 2 three-dice skills. They fail 60% of the time (which is weird that a "good" skill rank would fail 60% of the time on a "moderate" test). By 4 dice, they practically auto-succeed on even Hard tests.
Thoughts?
http://www.arcdream.com/tor/dice/index.php
I ran 40 die rolls for 2-success die, 3-success die, and 4-success die, with the following results:
2 Dice
TN12 65% success
TN14 40% success
TN16 35% success
3 Dice
TN12 80% success
TN14 75% success
TN16 40% success
4 Dice
TN12 99% success
TN14 97% success
TN16 80% success
While we have to assume the math is right on the website, and 40 rolls is not statistically a lot, it does give an indication of probabilities.
It seems that the success curve is way out of whack for the game. Most characters start with 2 die in most important skills, with 1 or 2 three-dice skills. They fail 60% of the time (which is weird that a "good" skill rank would fail 60% of the time on a "moderate" test). By 4 dice, they practically auto-succeed on even Hard tests.
Thoughts?
Re: Target Numbers and probability
These numbers seem off. My simulator gives me 80% success with 4 dice against a TN of 14, and 66% success against a TN of 16 (with 10,000 rolls). Here are the numbers I get:
This is the simulator I quickly wrote for Protection rolls, for another thread, but the results are applicable here too, right?
Code: Select all
With 1 dice
TN 12, normal: 25.6 weary: 20.9 diff: 81.67
TN 14, normal: 13.3 weary: 13.3 diff: 100.00
TN 16, normal: 7.8 weary: 7.8 diff: 100.00
TN 18, normal: 8.8 weary: 8.8 diff: 100.00
TN 20, normal: 8.5 weary: 8.5 diff: 100.00
With 2 dice
TN 12, normal: 49.9 weary: 32.5 diff: 65.06
TN 14, normal: 34.1 weary: 22.7 diff: 66.50
TN 16, normal: 19.7 weary: 13.4 diff: 67.95
TN 18, normal: 11.3 weary: 10.7 diff: 94.27
TN 20, normal: 8.7 weary: 8.7 diff: 100.00
With 3 dice
TN 12, normal: 74.2 weary: 46.9 diff: 63.19
TN 14, normal: 58.7 weary: 34.3 diff: 58.48
TN 16, normal: 41.1 weary: 22.3 diff: 54.36
TN 18, normal: 27.3 weary: 16.8 diff: 61.71
TN 20, normal: 16.5 weary: 11.5 diff: 69.44
With 4 dice
TN 12, normal: 90.8 weary: 57.2 diff: 63.05
TN 14, normal: 80.3 weary: 45.2 diff: 56.27
TN 16, normal: 66.3 weary: 32.8 diff: 49.42
TN 18, normal: 51.0 weary: 24.9 diff: 48.82
TN 20, normal: 34.4 weary: 16.9 diff: 49.11
Last edited by Yusei on Thu Apr 10, 2014 8:03 am, edited 1 time in total.
Re: Target Numbers and probability
Here are some further probabilities around TN14.
Default Rolls Comparison
Roll Type SL 0 SL 1 SL 2 SL 3 SL 4 SL 5 SL 6
Normal + Bonus: 15.972 28.356 62.153 85.629 95.944 99.138 99.860
Normal: 8.333 16.667 41.898 69.483 88.567 96.932 99.396
Normal + Penalty: 0.694 0.116 0.019 16.207 55.634 84.800 96.412
Wearied + Bonus: 15.972 28.356 47.415 63.657 76.005 84.694 90.493
Wearied: 8.333 16.667 31.250 47.724 62.635 74.518 83.242
Wearied + Penalty: 0.694 0.116 0.019 10.651 27.547 45.370 60.995
Bonus = reroll d12 and keep highest
Penalty = reroll d12 and keep lowest
... but not 100% sure of these results as I dug them out of some old notes I have - think they were originally from a post on RPGnet when TOR first came out.
Three posts all with different results - awesome.
Default Rolls Comparison
Roll Type SL 0 SL 1 SL 2 SL 3 SL 4 SL 5 SL 6
Normal + Bonus: 15.972 28.356 62.153 85.629 95.944 99.138 99.860
Normal: 8.333 16.667 41.898 69.483 88.567 96.932 99.396
Normal + Penalty: 0.694 0.116 0.019 16.207 55.634 84.800 96.412
Wearied + Bonus: 15.972 28.356 47.415 63.657 76.005 84.694 90.493
Wearied: 8.333 16.667 31.250 47.724 62.635 74.518 83.242
Wearied + Penalty: 0.694 0.116 0.019 10.651 27.547 45.370 60.995
Bonus = reroll d12 and keep highest
Penalty = reroll d12 and keep lowest
... but not 100% sure of these results as I dug them out of some old notes I have - think they were originally from a post on RPGnet when TOR first came out.
Three posts all with different results - awesome.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
Re: Target Numbers and probability
2dThrorII wrote:I found a One Ring die roller on the internet and decided to try some probabilities. Now, I have to assume that the math on the program is right, but it was very interesting. The website factors in G-runes, so they are factored in to the probabilities.
http://www.arcdream.com/tor/dice/index.php
I ran 40 die rolls for 2-success die, 3-success die, and 4-success die, with the following results:
2 Dice
TN12 65% success
TN14 40% success
TN16 35% success
3 Dice
TN12 80% success
TN14 75% success
TN16 40% success
4 Dice
TN12 99% success
TN14 97% success
TN16 80% success
While we have to assume the math is right on the website, and 40 rolls is not statistically a lot, it does give an indication of probabilities.
Thoughts?
TN14 40% success
3d
TN12 80% success
TN16 35% success
These are low. The dice roller is factoring in 0 (zero) for the Eye?
Did your simulator factor the feat die '12' (G rune) as a success and 11=0 (zero)?Yusei wrote:These numbers seem off.
This is the simulator I quickly wrote for Protection rolls, for another thread, but the results are applicable here too, right?
I'm not understanding how the +Bonus/+Penalty results are meaningful in any way. Shouldn't +Bonus(G) be 100% autosuccess and why replace the Penalty(0) with a bonus of +1-12 to the skill dice sum?Rich H wrote:Here are some further probabilities around TN14.
Default Rolls Comparison
Roll Type SL 0 SL 1 SL 2 SL 3 SL 4 SL 5 SL 6
Normal + Bonus: 15.972 28.356 62.153 85.629 95.944 99.138 99.860
Normal + Penalty: 0.694 0.116 0.019 16.207 55.634 84.800 96.412
Wearied + Bonus: 15.972 28.356 47.415 63.657 76.005 84.694 90.493
Wearied + Penalty: 0.694 0.116 0.019 10.651 27.547 45.370 60.995
Bonus = reroll d12 and keep highest
Penalty = reroll d12 and keep lowest
Don't start arguments over who has a better grasp of hiking and boating or someone might just bring down the banhammer.
Re: Target Numbers and probability
Yes. I'll check tomorrow that I haven't made a mistake somewhere, but the results seem consistent with what I've experienced in play (4 dice isn't an automatic success against a high TN).Evening wrote: Did your simulator factor the feat die '12' (G rune) as a success and 11=0 (zero)?
Re: Target Numbers and probability
I only asked because the numbers look a little low, but the Eye might explain that.
Don't start arguments over who has a better grasp of hiking and boating or someone might just bring down the banhammer.
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Re: Target Numbers and probability
Here's an app that rolls dice 25,000 times for each skill level and displays the results by TN 12 through 20:
http://powerful-fortress-2839.herokuapp.com/
And for weary:
http://powerful-fortress-2839.herokuapp.com/weary
Here's the source code if you want to double-check my work. Please do. (I lifted it from my simulator so it's more complicated than it needs to be for this app):
https://docs.google.com/document/d/1xpq ... sp=sharing
http://powerful-fortress-2839.herokuapp.com/
And for weary:
http://powerful-fortress-2839.herokuapp.com/weary
Here's the source code if you want to double-check my work. Please do. (I lifted it from my simulator so it's more complicated than it needs to be for this app):
https://docs.google.com/document/d/1xpq ... sp=sharing
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Target Numbers and probability
I think your feat dice never roll a Sauron, seeing as you draw rand(12)+1 and Sauron is 0.
And I made a mistake in my simulations... I stupidly rolled rand(5)+1 instead of rand(6)+1 for success dice. I've edited my post with the new results.
And I made a mistake in my simulations... I stupidly rolled rand(5)+1 instead of rand(6)+1 for success dice. I've edited my post with the new results.
Last edited by Yusei on Thu Apr 10, 2014 8:04 am, edited 1 time in total.
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- Joined: Mon Jan 13, 2014 5:20 pm
Re: Target Numbers and probability
My code? After rolling feat dice it does this:Yusei wrote:I think your feat dice never roll a Sauron, seeing as you draw rand(12)+1 and Sauron is 0.
And I made a mistake in my simulations... I stupidly rolled rand(5)+1 instead of rand(6)+1 for success dice.
Which turns 11's into zeroes. Then when testing whether the roll beat the TN, it first looks to see if the feat is a zero and if so returns false.@feats = @feats.map{|d| d == 11 ? 0 : d }
P.S. The other hint that Saurons are working is that skill of 6 vs. TN of 12 still fails over 8% of the time.
Last edited by Glorelendil on Wed Apr 09, 2014 7:49 pm, edited 1 time in total.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Target Numbers and probability
Oh, OK, I didn't notice that line, my bad. Was there a reason not to draw from 0 to 11 and consider 11 as a gandalf?
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