Sunday, May 1, 2011

Unveiling the new d100 Combat Results Table

This took a few hours, but I created a CRT where 5:1 assured a 100% destroyed. After I did that I used the following equation to compute the rest of the CRT:
(ATT ÷ DEF) x 100 ÷ 5
from the fact that if
  5:1 odds = 100% then any other odds could be calculated as thus:
    5        (ATT ÷ DEF)
------ = ---------------
100%               X
With ATT (attack) and DEF (defense) already known, X is the only variable. Therefore this is only a one variable equation ... simple!
Here is the CRT Chart I made for the d100 (two d10 used as d100) ...


The chart looks the way it does because I defined 5:1 odds to equate to 100% and 1:5 odds to 0%.
You kinda of have to click on it to see the whole thing and it is printable on an 8.5 x 11 sheet of paper.
I created this table to compare to because I have many different dice, each with varying sides that can be used to add resolution to an odds roll for a wargame. When you really need accurate odds games generally  turn to the d6 dice (the most prolific dice in our culture). The d6 dice has a resolution of 17% per side (approximatively) while the d12 has a resolution of twice that, or 8% (approximatively). I really don't like using double dice to determine larger numbers because you start running into the bell curve problem. The middle of a CRT built on two dice is the most rolled. 2d6 has 47 combinations of that close to 15% favor the middle and 4% favor the sides. I personally find the d12 a good balance between accuracy and convenience. 
Another thing you might have noticed I did not include any odds that went over any odds that would be created with 12 defense or 12 offense against each other (other than the obvious fractions resulting from their mathematical reduction).

Here are the numbers for the d100 odds if you are interested:
odds  X     DIS NE
1:6   3      3      94
1:5   4      4      92
1:4 5 5 90
1:3 7 7 86
2:5 8 8 84
1:2 10 10 80
3:5 12 12 76
2:3 13 13 74
3:4 15 15 70
1:1 20 20 60
5:4 25 25 50
4:3 27 27 47
3:2 30 30 40
5:3 33 33 33
7:4 35 35 30
2:1 40 40 20
9:4 45 45 10
7:3 47 47 6
5:2 50 50 0
8:3 53 47 0
11:4 55 45 0
3:1 60 40 0
10:3 67 33 0
7:2 70 30 0
11:3 73 27 0
4:1 80 20 0
9:2 90 10 0
5:1 100 0 0

1 comment:

Roy Wiseman said...

nice :)
I'd like to do similar for a game that uses combat factors to eliminate units, if you have a chance, could you mail me on this ?