adam77 wrote:
Kyrt wrote:
That is because the chance of getting average hits or better is actually only 50/50.
4+
avg hits = 1/2
chance of getting average hits or better = .5
2x4+
avg hits = 1
chance of getting average hits or better = .75
1+
avg hits = 1
chance of getting average hits or better = 1.
typically, chance of getting average hits or better > .5
?
You're right of course, I shouldn't have used 50/50 that's very misleading especially on a thread where we're actually quoting real probabilities! What I was trying to say is the chance is not "1" (1+ to hit is not possible in Epic), and different rolls have different chances of achieving required hits even with the same average (as you have just demonstrated in a slightly different way). Perhaps we can now expand this to say:
having more rolls increases the chances of hitting average, but lower rolls increases it by more? My brain is not capable right now of telling me whether that is true or not! Is it?
In any case, is this yet another reason why only considering averages is not so great?
Oh and I agree variability is a better word, unless you actually feel the need to calculate the variance of the distribution of course!
Ulrik/madd0ct0r: don't feel too bad, you're still right about multiple dice producing tighter bell curves, especially if you imagine them visually. The extents of the curve are wider, but the chances of reaching those extents is very small. Actually what got me started thinking about this was when "reducing the dice to reduce the variability" was first mentioned in the GS thread, and I thought: "Hang on, surely more dice smooths out the probabilities?" If you flip a coin 100 times, you are going to get pretty close to 50 heads if you think about it in terms of proportion. The chance of you getting all heads is nigh zero, whereas of course if you flip 1 coin the chance of you getting all heads is 50%.