Here's some new rules:
- Standard/Average: Roll 3d6. Discard the highest and lowest. Retain the remaining die.
- Below Average: Roll 4d6. Discard the highest and lowest. Retain the lowest of the 2d6 that remain.
- Above Average: Roll 4d6. Discard the highest and lowest. Retain the highest of the 2d6 that remain. Boxcars = 7.
- Way Above Average: Roll 5d6. Discard the highest and lowest. Retain the highest of the 3d6 that remain. Boxcars = 7, 666 = 8.
Value | % = | % ≥ | Probability graph | |
---|---|---|---|---|
1 | 13.194 | 100.000 | ||
2 | 27.546 | 86.806 | ||
3 | 28.009 | 59.259 | ||
4 | 20.139 | 31.250 | ||
5 | 9.491 | 11.111 | ||
6 | 1.620 | 1.620 |
Average = | 2.90046296296 |
Spread = | 1.2329578139 |
Mean deviation = | 0.997599451303 |
Compare that to the modifiers created by 4d6 drop the highest:
Probability distribution:
Value | % = | % ≥ | Probability graph | |
---|---|---|---|---|
1 | 5.787 | 100.000 | ||
2 | 29.707 | 94.213 | ||
3 | 37.577 | 64.506 | ||
4 | 21.219 | 26.929 | ||
5 | 5.324 | 5.710 | ||
6 | 0.386 | 0.386 |
Average = | 2.9174382716 |
Spread = | 0.990762073825 |
Mean deviation = | 0.767008649596 |
The curves aren't identical but they preserve a similar average and a similar shape, specifically, the significant decrease in a likelihood of getting a "6."
We could create a smoother curve that closer approximates the 4d6 drop the lowest curve by doing something like "roll 6d6; drop the two highest and the two lowest; take the highest of the two that remain." However, I think you start to get into diminishing returns as far as time involved and perceived complexity. It will also increase player frustration to throw away their TWO highest rolls.
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