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House Rule Idea: Reinforced Armour

 Post subject: Re: House Rule Idea: Reinforced Armour
PostPosted: Thu Aug 05, 2010 7:08 pm 
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TRC is right. At least one 6 on two dice is 11/36 (close but not 1/3). (Short version is no 6s on either die calculated as 1-((5/6)*(5/6)) which gives 1-25/36=11/36).

So who wants to move to using a D100?


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 Post subject: Re: House Rule Idea: Reinforced Armour
PostPosted: Thu Aug 05, 2010 7:11 pm 
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Oh yes, I'd really like to get one 3,000 point game in every 24 hours!


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 Post subject: Re: House Rule Idea: Reinforced Armour
PostPosted: Fri Aug 06, 2010 6:04 am 
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nealhunt wrote:
If you are facing an enemy with 3+ versus 4+ in an actual game what's more important? Do you care about the 16.67% or the fact that you have to put 50% more fire on the target to kill it? Obviously, the 50% more firepower is the important point - the only point, really.


We ran some simulations to get a handle on all this, with some interesting results...
(yes we went there! :P seeing is believing after all)

We pitted 2 legions of 1000 tanks against each other in a series of bloody fights to the death. Each tank had 2 variables: armour - 'A' = % chance to save, and shooting - 'S' = % chance of hit. Each battle was fought in rounds until one side lost all their tanks; all surviving tanks got to fire once each round; hits were allocated randomly.

We varied A and S to see the effect, and found out the following:
Utility of A is exponential (as Neal said).
Utility of S is logarithmic.
(these were true regardless of the quality of the opposition)

Rules of thumb...
1. Improving armour by x% is more effective the closer you are to 100% to save.
2. Improving shooting by x% is more effective the closer you are to 0% to hit.
3. If you have the choice of improving armour or shooting by x% then choose the higher of A and 1-S.

Obviously a kabillion other variables come into play but it was fun to experiment ;D

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 Post subject: Re: House Rule Idea: Reinforced Armour
PostPosted: Fri Aug 06, 2010 10:43 am 
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arkturas wrote:
TRC is right. At least one 6 on two dice is 11/36 (close but not 1/3). (Short version is no 6s on either die calculated as 1-((5/6)*(5/6)) which gives 1-25/36=11/36).


Exactly my point. Intuitively, people think it must be 2/6, but it isn't. Statistics are logical, but not intuitive.


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