4/12/2023 0 Comments Mechajammer steam![]() ![]() Most actions come with a Preparation (Prep) and Recovery time. For example:Įach turn represents a fixed amount of time. During this, the game will pause between every action you take. Any time you enter a combat situation, the game automatically begins Turn Mode. If you want something chaotic with a chance to go beyond expectations, you would prefer it to have less dice overall, but if you want something consistent and reliable, you want more dice.ĭespite having a higher minimum, the chance of getting a high number with more dice with fewer sides isn’t much better, while the chance of getting a middling roll is much higherĪt the core of Mechajammer’s combat and stealth mechanics is its unique Turn Mode system. The more dice you add, the more likely the middle value will become, and the less likely the high and low outcomes become. Why does this happen? Because the only way to get a higher or lower value is to have both dice roll in a similar way, but to get an average roll, you can include one die rolling high and another die rolling low. With 2d6 your chances of rolling a 7 becomes a 1 in 6, but your chances of rolling 2 is only a 1 in 36. If you roll 2 dice, more likely you’ll roll an average value. That’s pretty chaotic! But if we add more dice, this changes. If you roll 1 die, all outcomes are equally likely, this means with a 1d10 you have a 1 in 10 chance to get the highest possible roll, and a 1 in 10 chance to get the lowest possible roll. This means the most common outcomes are tied between 11 and 12, so both of these numbers are the most common.įor a more nuanced look, we can also examine how likely a dice roll is to happen based on the number of dice we have. What if the end value is not a whole number? With 3d6 we get 11.5. ![]() If we add them together we get 7, so the average value of 2d6 is 7. For example, with 2d6 the middle value of each die is 3.5, not 3 or 4. However if the dice has an even number of sides, the middle value is not a whole number. For example if you have 2d7, the average will be from the middle value 4 on all 3 dice, so 2 × 4 = 8. The average value will always be from the middle value of every dice. In the case of 3d4 this means each one gives 4, and we have 3 of those, so 3 × 4 = 12. ![]() To determine the best possible roll, you would assume all dice roll their highest possible value. To determine the worst possible roll, you would assume all dice roll a 1, therefore a 3d4 will always give at least 3. The mathematics between dice probabilities can be confusing at first, but can largely affect decisions made in Mechajammer. ![]()
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