Skewed Dice & Nested Tables
Skewed Dice & Nested Tables Skew can be achieved by rolling multiple dice and choosing the highest or the lowest. What if we could get skew with a single roll? Interpret these tables either as lookup tables to be used to transform a conventional d24 to a result from 1-10, or as the number of time a number from 1-10 is repeated on the faces of a custom d24.
Everyone knows what a rainbow looks like, many have heard ROYGBIV. We will use this as a mnemonic device building off 'Red Right Skew'. This would make identifying and grabbing the correct die trivial.
Right Skew, High Kurtosis, Red
rsDie_H | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 5 | 10 | 15 | 18 | 20 | 21 | 22 | 23 | 24 | |
2 | 6 | 11 | 16 | 19 | ||||||
3 | 7 | 12 | 17 | |||||||
4 | 8 | 13 | ||||||||
9 | 14 |
Right Skew, Moderate Kurtosis, Orange
rsDie_M | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 4 | 8 | 12 | 16 | 19 | 21 | 22 | 23 | 24 | |
2 | 5 | 9 | 13 | 17 | 20 | |||||
3 | 6 | 10 | 14 | 18 | ||||||
7 | 11 | 15 |
Symmetrical, High Kurtosis, Yellow
symDie_H | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 5 | 8 | 13 | 18 | 21 | 23 | ||
4 | 6 | 9 | 14 | 19 | 22 | |||||
7 | 10 | 15 | 20 | |||||||
11 | 16 | |||||||||
12 | 17 |
Symmetrical, Moderate Kurtosis, Green
symDie_M | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 4 | 6 | 9 | 13 | 17 | 20 | 22 | 24 | |
3 | 5 | 7 | 10 | 14 | 18 | 21 | 23 | |||
8 | 11 | 15 | 19 | |||||||
12 | 16 |
Bimodal Symmetrical Die, Cyan
biDie | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 4 | 7 | 10 | 12 | 13 | 14 | 16 | 19 | 22 | |
2 | 5 | 8 | 11 | 15 | 17 | 20 | 23 | |||
3 | 6 | 9 | 18 | 21 | 24 |
U-Shaped, Blue
uDie | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 6 | 9 | 11 | 12 | 13 | 14 | 15 | 17 | 20 | |
2 | 7 | 10 | 16 | 18 | 21 | |||||
3 | 8 | 19 | 22 | |||||||
4 | 23 | |||||||||
5 | 24 |
Left Skew, Moderate Kurtosis, Indigo
lsDie_M | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 7 | 10 | 14 | 18 | 22 | |
6 | 8 | 11 | 15 | 19 | 23 | |||||
9 | 12 | 16 | 20 | 24 | ||||||
13 | 17 | 21 |
Left Skew, High Kurtosis, Violet
lsDie_H | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 8 | 11 | 16 | 21 | |
7 | 9 | 12 | 17 | 22 | ||||||
10 | 13 | 18 | 23 | |||||||
14 | 19 | 24 | ||||||||
15 | 20 |
Rationale: It is simpler to roll one die and read the result than it is to roll multiple dice and apply a procedure, however simple. This matters if you're doing it frequently. Using tables/custom dice allows tailored distributions and U-shaped distributions, which are hard to achieve with ordinary dice1.
The intended application would be a system for mass combat, where different match-ups between units under different conditions would be given as a matrix and each match-up assigned one of the above dice. You could nest a matrix within the cell of another according to various schemes: Imagine with me a table annexing half your dinner table, where you in a swift motion look up terrain, action, and unit type to know which rainbow-coloured die to grab and roll. Speed! Decision!
TERRAIN | Broken | Rough | Stable |
---|---|---|---|
â–¦ | â–¦ | â–¦ |
↓
FORCE A \ FORCE B | Attack | Defend | Withdraw |
---|---|---|---|
Attack | â–¦ | â–¦ | â–¦ |
Defend | â–¦ | â–¦ | â–¦ |
Withdraw | â–¦ | â–¦ | â–¦ |
↓
ATTACKER \ ATTACKER | Peltasts | Infantry | Cavalry | Elephants |
---|---|---|---|---|
Peltasts | biDie | lsDie_M | lsDie_H | lsDie_M |
Infantry | rsDie_M | symDie_H | lsDie_M | lsDie_H |
Cavalry | rsDie_H | rsDie_M | uDie | symDie_M |
Elephants | lsDie_M | rsDie_H | symDie_M | biDie |
↓
COMBAT RESULT | Infantry v Infantry |
---|---|
1 | A -3 Rout / B Advance |
2 | A -3 Recoil / A -1 Advance |
3 | A -2 Stand Check / A -1 Advance? |
4 | A -2 Stand / B -1 Stand |
5 | A -1 Stand / B -1 Stand |
6 | B -1 Stand / A -1 Stand |
7 | B -2 Stand / A -1 Stand |
8 | B -2 Stand Check / A -1 Advance? |
9 | B -3 Recoil / A -1 Advances |
10 | B -3 Rout / A Advance |
Such dice could be useful for other applications, perhaps rolling for injury with different skews according to different armour types, weather, or random encounter generation.
For a range 1-10 you could, I suppose, roll 2d10 and take the values farthest from 5 or 6, but this reeks of thinking, which should be offloaded maximally to processes.↩