So our DM cajoled one paladin to go two handed although he wanted to go sword and board to be a little tanky. We have two paladins and the other one already decided to go sword and board, except it is hammer and board, but who's counting?
Well I didn't know this but he gave the two-handed paladin a d12 weapon but told him he'd make it 2d6 instead. Then he took a trait that gave him the ability to reroll 1s and 2s. So I wanted to convince the two-hander he was getting a pretty good deal. To do this I wanted to compute the damage output for a regular 1d12 roll, a 1d12 reroll 1s and 2s, a 2d6 roll and a 2d6 reroll 1s and 2s. Well the first calculation is a piece of cake. The second calculation is a piece of cake. The third calculation is a piece of cake. But the fourth calculation, where you may have to reroll one or two dice and then accept the second result is quite involved because there are a tremendous number of permutations that could happen before you get to an answer. It is easier to work it from the top back to the lowest result.
To roll a 6-6, you have to roll a 6-6 outright, or roll a 1-6 or 2-6 and then get a 6 on the reroll, or roll a 6-1 or 6-2 and get a 6 on the reroll, or roll any of the four 1s & 2s combined and then roll a 6-6 on the reroll. Chance of rolling a 6-6 then becomes 1/36+2/36*1/6+2/36*1/6+4/36*1/36 = 4.9383%. And trust me, that is one of the easiest cases to compute.
The case for 1-1 is also easy, because it requires you to roll any of the four 1s & 2s combined and then roll snake eyes. so it is a very simple 4/36*1/36 = 0.3086%. The case for a 1-2 or a 2-1 is similarly easy with 4/36*2/36 = 0.6173%.
The case for a 3-1 result or a 2-2 result illustrates how the calculation starts to get crazy. You can get a 2-2 result the same way you get a 1-1 result. Start with all 1s & 2s and then you reroll the unlucky result of 2-2. But getting a 3-1 or a 1-3 gets involved. Now there is a 4/36 chance of rolling either a 1-3, 2-3, 3-2, or 3-1. From this you reroll only one die and you have to roll a 1, so this is a 1/6th chance. So to achieve 4 damage you compute 4/36*3/36 + 4/36*1/6 = 0.9259% + 1.8519% = 2.7778%.
The case for a "5" result [1-4, 2-3, 3-2, 4-1] is a similar set of hurdles. For the 1-4 or 4-1 it is the same as a 1-3 or 3-1, so that is 1.8519% and the 2-3 or 3-2 is the same as that so you only need double the result. So the chance of getting 5 damage in this set of circumstances is 3.7037%.
Now things start to take a turn for the worse. To get a "6" result, you can do this by rolling a 3-3 outright. But you can get this result by rolling a 1-3, 2-3, 1-4, 2-4, 1-5, 2-5 or the reverse. So there are 12 combinations that could happen on the first roll that result in you rolling one die over. But with the first die fixed, you have a specific number you must roll on the second roll to end with a "6" result. So the 3-3 result outright is 1/36 = 2.7778%. The final result of a "6" when rerolling one die is 12/36*1/6 = 5.5556%. BUT, we forgot one. What if you roll a combination of 1s and 2s on the first roll? Then you roll both dice over, and you have a 5/36 chance of rolling a "6" so we have to add the probability of 4/36*5/36 = 1.5432% to get all the different permutations in the mix. The final result ... 9.8765%.
Now if you are a sharp student you figured out already that I made the same mistake on the "5" result. I forgot to add in the chance of rolling the 1s and 2s and rerolling to get a "5" on the second roll. So let's go back and add that in. 2 * 1.8519 + 4/36*4/36 = 3.7037% + 1.2346% = 4.9383%.
After all this calculation I have the chances for these cases:
2d6 rr1&2 2d6 1d12 rr1&2 1d12
"1" 0% 0% 1.3889% 8.3333%
"2" 0.3086% 2.7778% 1.3889% 8.3333%
"3" 0.6173% 5.5556% 9.7222% 8.3333%
"4" 2.7778% 8.3333% 9.7222% 8.3333%
"5" 4.9383% 11.1111% 9.7222% 8.3333%
"6" 9.8765% 13.8889% 9.7222% 8.3333%
...
"12" 4.9383% 2.7778% 9.7222% 8.3333%
If there is a website that computes results like this when re-rolling 1s and 2s can be factored in, I'd like to visit it. I couldn't find it.
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Thanks. Of course he first two are known and the third is not a hard number to compute. One reason I need each chance is to also compute the standard deviation, which my two-handed Palo friend likes to see. 8.3 is a pretty good average. I was surprised to see how many permutations there are to consider and I enjoy doing the math myself once in a while.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Thanks. Of course he first two are known and the third is not a hard number to compute. One reason I need each chance is to also compute the standard deviation, which my two-handed Palo friend likes to see. 8.3 is a pretty good average. I was surprised to see how many permutations there are to consider and I enjoy doing the math myself once in a while.
Considering that 1d6 reroll 1s and 2s gives the following options: (123456)(123456)3456 with the sets in parentheses representing 1 and 2 respectively, that gives you 16 possible results. Taken to 2d6, that would bump to 256 possible options. Factor in a crit? That's 256x256 which is north of 62500+3000+36=65536 possible results. That's a fair amount of math.
Well, you are right that it is a fair bit of math, but not quite as you describe. You have to come at this as a problem with two (possibly modified) inputs that will result in 11 possible outcomes.
The lowest outcome is a result of two, which can only be attained in one method. The player makes their first roll and the result is all 1s & 2s and then the player rerolls those dice and rolls two ones. The probability of this outcome is 4/36 x 1/36 = 4/1296 = 0.3086%.
To attain a result of three, the calculation is almost the same. 4/36 x 2/36 = 8/1296 = 0.6173%
Then you come to the first twist. To get a result of 4, you can roll two 2s, or roll a 1 & 3 or a 3 & 1. Two get a result of two 2s the calculation is again simple, because it is the same calculation as getting two 1s. So we need to add the possibility of having a result of 1 & 3 (or the reverse). To get this result, you have to roll a 3 and either a 1 or a 2. Just to do this, the chances are 4/36. With one 3 fixed, the second die has to roll a 1, so this is a 1/6 chance. We combine these and get 4/36 x 1/6 = 4/216 = 1.8519%. We combine these two cases and the total probability is 2.1605%.
The calculation continues to balloon from there until you get close to the top results. But even the 6-6 result can be obtained by three paths. You get a natural 6-6, 1/36 times. You roll 1s and 2s first and then roll a 6-6, 4/36 x 1/36 times. And then there is the possibility you roll one 6 together with a 1 or 2, and then reroll that as a 6, 4/36 x 1/6 times. I think the cases I still can't get right are the results of 6, 7 or 8, where there is "overlap" in the table. But I'm going to a little more searching online and see if I can find the answer. Right now, I've got most of it figured out, but the sum of all my probabilities are 101.2%, so I have a mistake somewhere. My math is certainly tight enough to say the average result is 8.4, but I'm also looking for the standard deviation.
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So our DM cajoled one paladin to go two handed although he wanted to go sword and board to be a little tanky. We have two paladins and the other one already decided to go sword and board, except it is hammer and board, but who's counting?
Well I didn't know this but he gave the two-handed paladin a d12 weapon but told him he'd make it 2d6 instead. Then he took a trait that gave him the ability to reroll 1s and 2s. So I wanted to convince the two-hander he was getting a pretty good deal. To do this I wanted to compute the damage output for a regular 1d12 roll, a 1d12 reroll 1s and 2s, a 2d6 roll and a 2d6 reroll 1s and 2s. Well the first calculation is a piece of cake. The second calculation is a piece of cake. The third calculation is a piece of cake. But the fourth calculation, where you may have to reroll one or two dice and then accept the second result is quite involved because there are a tremendous number of permutations that could happen before you get to an answer. It is easier to work it from the top back to the lowest result.
To roll a 6-6, you have to roll a 6-6 outright, or roll a 1-6 or 2-6 and then get a 6 on the reroll, or roll a 6-1 or 6-2 and get a 6 on the reroll, or roll any of the four 1s & 2s combined and then roll a 6-6 on the reroll. Chance of rolling a 6-6 then becomes 1/36+2/36*1/6+2/36*1/6+4/36*1/36 = 4.9383%. And trust me, that is one of the easiest cases to compute.
The case for 1-1 is also easy, because it requires you to roll any of the four 1s & 2s combined and then roll snake eyes. so it is a very simple 4/36*1/36 = 0.3086%. The case for a 1-2 or a 2-1 is similarly easy with 4/36*2/36 = 0.6173%.
The case for a 3-1 result or a 2-2 result illustrates how the calculation starts to get crazy. You can get a 2-2 result the same way you get a 1-1 result. Start with all 1s & 2s and then you reroll the unlucky result of 2-2. But getting a 3-1 or a 1-3 gets involved. Now there is a 4/36 chance of rolling either a 1-3, 2-3, 3-2, or 3-1. From this you reroll only one die and you have to roll a 1, so this is a 1/6th chance. So to achieve 4 damage you compute 4/36*3/36 + 4/36*1/6 = 0.9259% + 1.8519% = 2.7778%.
The case for a "5" result [1-4, 2-3, 3-2, 4-1] is a similar set of hurdles. For the 1-4 or 4-1 it is the same as a 1-3 or 3-1, so that is 1.8519% and the 2-3 or 3-2 is the same as that so you only need double the result. So the chance of getting 5 damage in this set of circumstances is 3.7037%.
Now things start to take a turn for the worse. To get a "6" result, you can do this by rolling a 3-3 outright. But you can get this result by rolling a 1-3, 2-3, 1-4, 2-4, 1-5, 2-5 or the reverse. So there are 12 combinations that could happen on the first roll that result in you rolling one die over. But with the first die fixed, you have a specific number you must roll on the second roll to end with a "6" result. So the 3-3 result outright is 1/36 = 2.7778%. The final result of a "6" when rerolling one die is 12/36*1/6 = 5.5556%. BUT, we forgot one. What if you roll a combination of 1s and 2s on the first roll? Then you roll both dice over, and you have a 5/36 chance of rolling a "6" so we have to add the probability of 4/36*5/36 = 1.5432% to get all the different permutations in the mix. The final result ... 9.8765%.
Now if you are a sharp student you figured out already that I made the same mistake on the "5" result. I forgot to add in the chance of rolling the 1s and 2s and rerolling to get a "5" on the second roll. So let's go back and add that in. 2 * 1.8519 + 4/36*4/36 = 3.7037% + 1.2346% = 4.9383%.
After all this calculation I have the chances for these cases:
2d6 rr1&2 2d6 1d12 rr1&2 1d12
"1" 0% 0% 1.3889% 8.3333%
"2" 0.3086% 2.7778% 1.3889% 8.3333%
"3" 0.6173% 5.5556% 9.7222% 8.3333%
"4" 2.7778% 8.3333% 9.7222% 8.3333%
"5" 4.9383% 11.1111% 9.7222% 8.3333%
"6" 9.8765% 13.8889% 9.7222% 8.3333%
...
"12" 4.9383% 2.7778% 9.7222% 8.3333%
If there is a website that computes results like this when re-rolling 1s and 2s can be factored in, I'd like to visit it. I couldn't find it.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Try Anydice dot com.
DICE FALL, EVERYONE ROCKS!
If you just want expected damage output, you don’t need the chance of rolling each number. The averages are as follows:
1d12: 6.5
2d6: 7
1d12 re-roll 1/2: 7.3
2d6 re-roll 1/2: 8.3
Thanks. Of course he first two are known and the third is not a hard number to compute. One reason I need each chance is to also compute the standard deviation, which my two-handed Palo friend likes to see. 8.3 is a pretty good average. I was surprised to see how many permutations there are to consider and I enjoy doing the math myself once in a while.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Considering that 1d6 reroll 1s and 2s gives the following options: (123456)(123456)3456 with the sets in parentheses representing 1 and 2 respectively, that gives you 16 possible results. Taken to 2d6, that would bump to 256 possible options. Factor in a crit? That's 256x256 which is north of 62500+3000+36=65536 possible results. That's a fair amount of math.
Well, you are right that it is a fair bit of math, but not quite as you describe. You have to come at this as a problem with two (possibly modified) inputs that will result in 11 possible outcomes.
The lowest outcome is a result of two, which can only be attained in one method. The player makes their first roll and the result is all 1s & 2s and then the player rerolls those dice and rolls two ones. The probability of this outcome is 4/36 x 1/36 = 4/1296 = 0.3086%.
To attain a result of three, the calculation is almost the same. 4/36 x 2/36 = 8/1296 = 0.6173%
Then you come to the first twist. To get a result of 4, you can roll two 2s, or roll a 1 & 3 or a 3 & 1. Two get a result of two 2s the calculation is again simple, because it is the same calculation as getting two 1s. So we need to add the possibility of having a result of 1 & 3 (or the reverse). To get this result, you have to roll a 3 and either a 1 or a 2. Just to do this, the chances are 4/36. With one 3 fixed, the second die has to roll a 1, so this is a 1/6 chance. We combine these and get 4/36 x 1/6 = 4/216 = 1.8519%. We combine these two cases and the total probability is 2.1605%.
The calculation continues to balloon from there until you get close to the top results. But even the 6-6 result can be obtained by three paths. You get a natural 6-6, 1/36 times. You roll 1s and 2s first and then roll a 6-6, 4/36 x 1/36 times. And then there is the possibility you roll one 6 together with a 1 or 2, and then reroll that as a 6, 4/36 x 1/6 times. I think the cases I still can't get right are the results of 6, 7 or 8, where there is "overlap" in the table. But I'm going to a little more searching online and see if I can find the answer. Right now, I've got most of it figured out, but the sum of all my probabilities are 101.2%, so I have a mistake somewhere. My math is certainly tight enough to say the average result is 8.4, but I'm also looking for the standard deviation.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt