Lets say you’re designing a game where, in order to determine the success of an action, you roll a d20 (a dice with 20 sides). Even if you’re making a digital game without dice, this can be a useful tool for contextualizing probabilities. Most of us have rolled dice before, so most of us intuitively know how this kind of random chance feels.

Now lets say you want to make a character “lucky”. Instead of rolling one d20, you roll two and take the highest result. You now have a twice(ish) as much chance of rolling a 20! But you…

Tyler Glaiel

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