| | Dice can be used to generate not just single random numbers by random numbers in a given range with various rational weights to the effective outcome. For example, one can roll two cubical dice and take their sum. This is used in a variety of common games such as monopoly. | | Dice can be used to generate not just single random numbers by random numbers in a given range with various rational weights to the effective outcome. For example, one can roll two cubical dice and take their sum. This is used in a variety of common games such as monopoly. |
| − | There exists a common shorthand for representing what dice should be rolled. In general, ndk denotes rolling n die of k sides and taking the sum. So for example, 3d4 would mean to roll three tetrahedral dice and take the sum that resulted. Other algebraic operations can also be done, so for example one could take 1d6 x 2 which would mean to roll a cubical die and take twice the number that appears. This notation also allows you to construct effective random number generators with result ranges other than those of the available dice, so for example 1d6 / 2 (rounded up) represents a d3. A d100 (percentile die) can be emulated by rolling (10 x 1d10) + 1d10, with a double zero being equal to 100 [http://homepage.ntlworld.com/dice-play/Notation.htm]. In general, if one has any die with k sides, the expected outcomes of ndk will approximate a [[bell curve]] as n gets large. | + | There exists a common shorthand for representing what dice should be rolled. In general, ndk denotes rolling n die of k sides and taking the sum. So for example, 3d4 would mean to roll three tetrahedral dice and take the sum that resulted. Other algebraic operations can also be done, so for example one could take 1d6 x 2 which would mean to roll a cubical die and take twice the number that appears. This notation also allows players to construct effective random number generators with result ranges other than those of the available dice, so for example 1d6 / 2 (rounded up) represents a d3. A d100 (percentile die) can be emulated by rolling (10 x 1d10) + 1d10, with a double zero being equal to 100 [http://homepage.ntlworld.com/dice-play/Notation.htm]. In general, if one has any die with k sides, the expected outcomes of ndk will approximate a [[bell curve]] as n gets large. |