I bought this d12 in a local store. Why it has so weird numbers? I asked the person who sold it to me and he doesn't knew.
It has the numbers 1 8 11 14 19 22 27 30 35 38 41 48
I bought this d12 in a local store. Why it has so weird numbers? I asked the person who sold it to me and he doesn't knew.
It has the numbers 1 8 11 14 19 22 27 30 35 38 41 48
That's a Go First dice, and it's die 1.
You are allowed to now know what they are, but the moron who sold it to you is not. Also, it is missing another 3 dice, since it's first of the set of four.
why the hell would you even buy a useless die like that in the first place?
Gotta collect 'em all, anon.
Wowza those digits
It is called a non-transitive die. It is a from a set of "Turn Order" determining dice. Each player has an equal chance to roll higher than any other. But all of the numbers are different so that there can be no ties
>equal chance to roll higher than any other
>But all of the numbers are different
American maths education, everybody.
Read this, maybe you will understand:
>https://en.wikipedia.org/wiki/Go_First_Dice
>I can't count so I cite wikipedia
Okay
>Anon can't maths
The d12 four-set has about twenty-thousand permutations and is not a linear count. There's twenty-four outcomes for four players.
P1, P2, P3, P4
P1, P2, P4, P3
P1, P3, P4, P2
P1, P3, P2, P4
P1, P4, P2, P3
P1, P4, P3, P2
This repeats a similar number of times for each player in first order. Twenty four outcomes.
There are no ties. Let's say Player 1 has the die with the highest number possible, but also has a lower number on the second result and the lowest result (along with other ones but that's the best way to help you visualize it). That relationship is what fixes the odds. In this example only player one can roll the highest number but because he loses on other numbers that would be ties on a normal d12 to offset that specifically a number of times to ensure an equal possibility of each of the twenty-four turn orders.
This set of dice only works with four players. Five or three or anything else ruins it.
If you want to count it there's 20736 possible sets of dice rolls with these dice and 864 represent any of the possible 24 turn orders.
Yeah blah blah no. Not reading this. Numbers go in a fricking order you moron. You can't not have one that's the highest and most likely to win. I don't care what you say.
So you did not or cannot comprehend simple math. Go back to worshipping science you Black person homosexual.
>simply math
First of all it's maths not math. Your mcdonalds-sponsored education has ruined our language. Second, this isn't even maths, it's just counting.
not that anon, but it was designed by mathmatics PhDs and got published in scientific magazines too, it is genuinely interesting
http://www.ericharshbarger.org/dice/go_first_dice.html
Getting published doesn't mean shit. You know how many physicist have gotten papers published claiming they've cracked cold fusion? It's all horseshit.
Math is just really efficient counting. And only when Americans adopt fricking rhyming slang will they have sunken to the linguistic nadir Britain wallows in.
I was trying to teach a 13 year old how to do multiplication and he kept getting angry at me and yelling that it was just counting.
Please stop existing
>Numbers are all equally likely and ranked
Literal communist math, common core was a mistake
That's absolutely moronic
I mean it’s correct, but still moronic. Just keep rolling off instead of buying dice to decide who goes first among four players specifically.
>I mean it’s correct, but still moronic.
Like everything mathematicians do in academia.
>don't buy weird gadgets with extremely niche uses
Where do you think you are?
Not to show up the PhD or anything, but wouldn't it have been easier to assign each of the 24 outcomes a number and roll a d24?
The point is the challenge
The challenge: everyone rolls an individual die, all order permutations have equal chance, no ties
>I try to explain the unintuitive math behind the dice
>Smart Anon suggests a better solution
Oh shit you're right. Thats hilarious
Let's say it simpler:
It's a dice set that breaks ties automatically.
You could just roll d12s and, in case of a tie, refer to a table that says, depending on what was the number rolled, who wins the tie.
>You could just roll d12s and, in case of a tie, refer to a table that says, depending on what was the number rolled, who wins the tie.
Hey that could be an interesting feature in a game, actually.
Would there be a way to create this chart so that it works regardless of the number of players? Mmm... I guess not, I guess I would need different charts depending on the number of players.
Dumb question but.. do every die has the same odds against each other die?
So if there are less than 4 players, you would just need to roll one die per player.
Then, to accommodate the needs of most ttrpg groups, you would just need to design a set of seven or eight dice.
The numbers will be a bit big, but it should be possible.
Or, alternatively, you just get them to pick a card.
>American maths education, everybody.
Non-american math education, everybody.
>laughs in American
Speaking of weird d12s, Koplow is selling these d12s numbered 0-10, with the other face being a fool's cap, as Jester dice. I have bought a similar d12 with a star instead of a d12 at a local store. Never understood what they were made for. I've used the star face for exploding dice. One time I managed to roll the star four times in a row, followed by a ten. So that would be a 50.
Save it for D&D when you roll a D10 for damage. "Look! The dice says I hit for 30!"
>didn’t knew
I doddn’t nu eiider
Just use pic related instead of tryharding. > 30 sides.
That's more than enough for tabletop RPG sized battle.