ORIGINAL: sajbalk
With the 2D10, ARM/MECH is great. Need mot divs, and INF for the cities and mountains. MOT/ART/CAV is for after you have run out of the former.
What is a 2D10?
Good Hunting.
MR
Moderator: Shannon V. OKeets
ORIGINAL: sajbalk
With the 2D10, ARM/MECH is great. Need mot divs, and INF for the cities and mountains. MOT/ART/CAV is for after you have run out of the former.
An optional rule. The standard rule uses 1 ten-sided die for land combat resolution (1D10). The 2D10 uses a completely different CRT and 2 dice (duh). If you want to see some recent screen shots of both of these tables they are in the Player Interface Design thread - not very far back from the most recent posts in that thread (1 page back?).ORIGINAL: Mad Russian
ORIGINAL: sajbalk
With the 2D10, ARM/MECH is great. Need mot divs, and INF for the cities and mountains. MOT/ART/CAV is for after you have run out of the former.
What is a 2D10?
Good Hunting.
MR
ORIGINAL: Shannon V. OKeets
An optional rule. The standard rule uses 1 ten-sided die for land combat resolution (1D10). The 2D10 uses a completely different CRT and 2 dice (duh). If you want to see some recent screen shots of both of these tables they are in the Player Interface Design thread - not very far back from the most recent posts in that thread (1 page back?).ORIGINAL: Mad Russian
ORIGINAL: sajbalk
With the 2D10, ARM/MECH is great. Need mot divs, and INF for the cities and mountains. MOT/ART/CAV is for after you have run out of the former.
What is a 2D10?
Good Hunting.
MR
There is a thread where I posted the text descriptions of all 80 optional rules (rewritten by me for the Players Manual). You'll find the offensive chit described there too. I threw in a few tips about the importance and use of some of the optional rules - but those are few and far between.ORIGINAL: Mad Russian
ORIGINAL: Shannon V. OKeets
An optional rule. The standard rule uses 1 ten-sided die for land combat resolution (1D10). The 2D10 uses a completely different CRT and 2 dice (duh). If you want to see some recent screen shots of both of these tables they are in the Player Interface Design thread - not very far back from the most recent posts in that thread (1 page back?).ORIGINAL: Mad Russian
What is a 2D10?
Good Hunting.
MR
An optional rule for MWiF or some earlier version?
In the wargames I designed I always used a 10 sided die or a pair of them to give percentage results. Much easier and a much better representation. So that concept works for me.
Good Hunting.
MR
Thanks. I am always looking for advice on how to make them better. Here are a few pages I updates recently based on feedback from the beta testers.ORIGINAL: Mad Russian
At the moment I've worked my way through the tutorials to land units.
I would like to say that they are absolutely great for a veteran gamer of WiF!!
Not sure how well they would do for non-veteran WiF gamers. I have two that I've started talking to this past couple of weeks, we'll see how they do with them. I'll answer any indepth questions they have about the basic game.
Good Hunting.
MR
ORIGINAL: Mad Russian
An optional rule for MWiF or some earlier version?
In the wargames I designed I always used a 10 sided die or a pair of them to give percentage results. Much easier and a much better representation. So that concept works for me.
Good Hunting.
MR
But this changes the distribution from a flat 10% for each of ten possibilities into a range of 1% to 10% (then back down to 1%) for rolls of 2 to 11 (then back down to 20). That provides a much finer grain for designing the CRT. [Personal peeve from long, long ago: the Avalon Hill CRTs which were identical for different games, ranging from American Civil War through WW II.]ORIGINAL: micheljq
ORIGINAL: Mad Russian
An optional rule for MWiF or some earlier version?
In the wargames I designed I always used a 10 sided die or a pair of them to give percentage results. Much easier and a much better representation. So that concept works for me.
Good Hunting.
MR
Take note however, that the 2D10 table for the land attacks does not uses percentages, you merely add the results from the 2 ten dices, results 2-20 plus or minus pos/neg. bonuses.
ORIGINAL: Shannon V. OKeets
But this changes the distribution from a flat 10% for each of ten possibilities into a range of 1% to 10% (then back down to 1%) for rolls of 2 to 11 (then back down to 20). That provides a much finer grain for designing the CRT. [Personal peeve from long, long ago: the Avalon Hill CRTs which were identical for different games, ranging from American Civil War through WW II.]
ORIGINAL: micheljq
ORIGINAL: Mad Russian
An optional rule for MWiF or some earlier version?
In the wargames I designed I always used a 10 sided die or a pair of them to give percentage results. Much easier and a much better representation. So that concept works for me.
Good Hunting.
MR
Take note however, that the 2D10 table for the land attacks does not uses percentages, you merely add the results from the 2 ten dices, results 2-20 plus or minus pos/neg. bonuses.
well as said its 1% to 10% for any given result. In essence there are 100 possible rolls of a pair of 10 siders. There is only ONE way to get a 2 (or 20) that is to roll both 1's (10's) and hence 1/100 or 1%. For a three there are two ways. 1 then 2 on the 10 siders, or 2 then 1, so 2/100 or 2% likewise for 19 you can roll 10 then 9 or 9 then 10. the most probable single result being 11 of which there are 10 ways of rolling so 10/100 = 10%. 11 also happens to be the expected value of the sum of two ten siders if your into statistics.ORIGINAL: Mad Russian
So they aren't used as percentile then but just increasing the range of possibilities from 11 to 19 and evening out the range to equal chances for all the numbers.
Again, that works for me better than the 2 six sided dice rolls.
Good Hunting.
MR
ORIGINAL: Mike Parker
well as said its 1% to 10% for any given result. In essence there are 100 possible rolls of a pair of 10 siders. There is only ONE way to get a 2 (or 20) that is to roll both 1's (10's) and hence 1/100 or 1%. For a three there are two ways. 1 then 2 on the 10 siders, or 2 then 1, so 2/100 or 2% likewise for 19 you can roll 10 then 9 or 9 then 10. the most probable single result being 11 of which there are 10 ways of rolling so 10/100 = 10%. 11 also happens to be the expected value of the sum of two ten siders if your into statistics.ORIGINAL: Mad Russian
So they aren't used as percentile then but just increasing the range of possibilities from 11 to 19 and evening out the range to equal chances for all the numbers.
Again, that works for me better than the 2 six sided dice rolls.
Good Hunting.
MR
ORIGINAL: Mad Russian
ORIGINAL: Mike Parker
well as said its 1% to 10% for any given result. In essence there are 100 possible rolls of a pair of 10 siders. There is only ONE way to get a 2 (or 20) that is to roll both 1's (10's) and hence 1/100 or 1%. For a three there are two ways. 1 then 2 on the 10 siders, or 2 then 1, so 2/100 or 2% likewise for 19 you can roll 10 then 9 or 9 then 10. the most probable single result being 11 of which there are 10 ways of rolling so 10/100 = 10%. 11 also happens to be the expected value of the sum of two ten siders if your into statistics.ORIGINAL: Mad Russian
So they aren't used as percentile then but just increasing the range of possibilities from 11 to 19 and evening out the range to equal chances for all the numbers.
Again, that works for me better than the 2 six sided dice rolls.
Good Hunting.
MR
That's not what I understood the answer to be. I understood the answer is that the two 10 sided dice are simply added together. Giving a result of only from 2 to 20.
That doesn't make them a percentile result; the way it does if one of the dice is read as ten's and the other as one's. Then you get get results from 01 to 00 or 100 results and not 19.
If all we do is add the dice there are three ways to get a 2. 1+1, 2+0 and 0+2.
If we do percentile there is only one way to get a 2. 2(ones dice) + 0 (tens dice).
If you get 100 results each result represents 1%. If you get 19 results each result represents roughly 5%.
Good Hunting.
MR
ORIGINAL: Mike Parker
Well each d10 is 1 2 3 4 5 6 7 8 9 10 so there is no 0, but if it were labeled 0-9 you would be correct.
The MAIN difference is that a straight d100 (or percentile reading one die as tens and one as units) is a uniform distribution. I.e. there is as much probability of observing a roll of 100 as there is of observing 13. in 2d10 meaning take two ten sided dice roll them and add, you get a humped distribution. Its much less likely to see the low or high results and much more likely to see results centered on the mean (or expected value which for 2d10 is 11).
So just to be clear, its NOT percentile, its a weighted distribution of probabilities.
On easy way to see it is to form a 10x10 Matrix (yeah MATRIX!) and label the rows and columns 1-10 and fill in the entries by summing the row and column numbers. Then you will see a good graphical representation of the probabilities of generating any given result.
ORIGINAL: LiquidSky
How can it be a 10 sided die if it doesnt have a 10 on it?![]()