Tag Archives: dicemath

Sicherman Dice | 2D6 in the mix

I’ve only just learnt about Sicherman Dice

Sicherman Dice

One die has sides 1, 2, 2, 3, 3, 4 and the other has sides 1, 3, 4, 5, 6, 8

What is fun, is when you roll and sum these two dice they have the same probability profile as rolling and summing normal 2d6 (peak at 7, low at 2 and 12).

Is this got any use in gaming? Mainly no, except perhaps a few things no one will ever use …

The chance of rolling doubles on Sicherman Dice drops from 1 in 6 to 1 in 9. So, in games where rolling a double might trigger an event it could change things up?

Ktrey of the D4 Caltrop blog fame on BlueSky made a fun and funny remark about what a d66 table might look like using these.

After the LOL-ing, I got wondering about this:

On the left you got a standard d66 (all results are equal – all dark blue and all have a value 1) but on the right you have a Sicherman Dice d66 table (where instead of 6 you have 6+). As you can see in the Sd66 table nearly half the options are gone (red) and some results are more common (darker blue):

Sicherman Dice - d66 table

Is this interesting, is this gameable? Just a little, and mostly no. But … here’s one way:

You might be able to use a normal d66 table for random encounters e.g. a Hex Crawl, but flip over to using the crazy Sicherman Dice (using the same d66 table) when the PCs get near the monster’s lair, e.g. near the dragon’s lair, where:

Dark Blue = Dragon 🐲
Medium Dark Blue = … Dragon’s henchman?
Light Blue = Monsters chilling in/near the dragon’s Lair
Red = everything not living in/near the lair because their not stupid

So, using the same table, suddenly by changing dice the chance of a dragon or dragon-related  encounter increases a lot.

Ok, it’s a bit a niche, and you need to own the crazy Sicherman Dice. But, maybe someone out their in internet land will think of something better.

In case you are wondering, I’ve bought myself a set of Sicherman Dice (hopefully arriving soon).

This video is fun and considers other polyhedral dice combos for Sicherman Dice: 

:O)

Inversion of the standard 2d6 probability peak | “Why Mathematicians Hate This Simple Two-Dice Hack”

I saw this blog post (All Hail King d12) and it made me chuckle – I presume it was at least partly tongue in cheek!

Anyway the central idea was this: “I want to see more wizards and dragons and shit!”

Of course 2d6 looks like the orange line below and a simple d12 gives a probability like the flat yellow line below (also includes a 1):

But, the above blogpost made me wonder how easy it would be to make a probability structure that looked more like the blue line, a sort of inversion of the standard 2d6 peak structure and by using only dice.

That is, go all in hard for those 2s and 12s.

It turned out to be harder than my intuitive primate mind believed it would be. Eventually I came up with this rule:

Roll D6+1 (or redraw a die with numbers 2 to 7) and roll a D6+6 (or redraw a die with numbers 7 to 12), and pick the most extreme result.* 

Simples – right!
:O\

Maybe you can do better!

And no, the answer being: renumber the table or move the entries around on the table is not allowed because that would be too simple and you’d need to change everyone’s tables not just your own.

Hopefully, I’ve got the maths correct for the rule D6+1 vs D6+6 take the number furthest from 7!

:O|

And, yes, this is not a serious post … well, not unless I can think of a more elegant way to do this …

* = see Colin’s comment below.