Dice math, part 1 of N

Most RPGs feature at least some mechanics with uncertainty and from both the designer and player perspective, it is important to know what you get out of them. Often their properties are intuitively clear, but I thought it’d be fun to go through them in more detail than usually happens in a gaming session. Even though pieces like this might be available somewhere, I wanted to go through the math and simulations myself. This is part 1 of N of series where I’ll go through the properties of different mechanics. I’ll start with a staple: A linear random number generator (RNG, usually a die / dice). The most popular example of this is probably D&D and it’s spawn (eg pathfinder).

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