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# Re: [GZG] laser classes

From: Roger Books <roger.books@g...>
Date: Mon, 24 Oct 2005 15:59:43 -0400
Subject: Re: [GZG] laser classes
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Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lSo you are saying
if I roll two 6s and a 3 on one die and a
7 6s and a 4 this combination doesn't count as a possible
combination?

You are starting from the assumption that you can roll a handful of dice
and get the correct number of combinations. You need to include all
possible

combinations.

Roger

On 10/24/05, B Lin <lin@rxkinetix.com> wrote:
>
> The dice are only linked since we are looking at a specific incident
and
> by the rule that a 6 has to be rolled before you get a re-roll. For
all
> we know they rolled 22 dice for Class 1 beams that turn and only 2 got
a
> re-roll but went on to score an additional 15 points of damage. The
> point here is that all those events (all the non-rerolls) have no
effect
> on the remaining 15 points of damage. By default, any roll that
doesn't
> produce damage is not included in the calculation (for instance there
> really had to be 12 rolls not 10 since at some point they would have
> to roll a miss for each beam battery to end the streak). If the
> statement had been 19 points of damage from 2 class 1 batteries over
the
> game, then the calculation changes, since you then have to include all
> the die rolls of all the Class 1 batteries fired during the game, but
> the only way to get 19 points of damage from two Class 1 beam
batteries
> in a single turn is to roll 9 6's and a 4 or 5. (Had the damage total
> been an even number, then there would have been two possible damage
> combinations; all 6's or all 6's with the last two being 4 or 5's).
>
> --Binhan
>
> -----Original Message-----
> From: gzg-l-bounces@lists.csua.berkeley.edu
> [mailto:gzg-l-bounces@lists.csua.berkeley.edu] On Behalf Of Doug Evans
> Sent: Monday, October 24, 2005 1:02 PM
> To: gzg-l@lists.csua.berkeley.edu
> Subject: RE: [GZG] laser classes
>
> For this discussion, these dice are linked, though.
>
> Die A could be 3, and die B could be 6; however, die B could be 3, and
> die
> A could be 6. Or both could be 6.
>
> If both are six, then you move on to the next roll with both dice.
> However,
> as either of the previous dice could have been six even if the other
> wasn't, you have a slightly greater chance of starting a run of sixes
> with
> two dice than with one. And that slightly better chance is found in
each
> case of rolling two dice.
>
> I think.
>
> Gawd, my brain hurts, and I have to go to a staff meeting.
>
> I think I gave up before, but this time I REALLY mean it.
>
> The_Beast
>
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>
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