An Evolving RPG:

For completed/abandoned Mish Mash Games.
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Post Post #100 (ISO) » Wed Sep 07, 2016 10:13 am

Post by mastin2 »

I'm sorry, KingdomAces and Radja, you both die.
But swyellowtail moves on to a
final round
!
We may yet find out what Level 1 entails!

Also,
Ircher
and
Gamma Emerald
are both in the field again.
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Post Post #101 (ISO) » Wed Sep 07, 2016 10:19 am

Post by Ircher »

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #102 (ISO) » Wed Sep 07, 2016 10:38 am

Post by mastin2 »

Ircher's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #103 (ISO) » Wed Sep 07, 2016 10:38 am

Post by mastin2 »

Roll again, Ircher!
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Post Post #104 (ISO) » Wed Sep 07, 2016 11:09 am

Post by Gamma Emerald »

Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #105 (ISO) » Wed Sep 07, 2016 12:03 pm

Post by Ircher »

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #106 (ISO) » Wed Sep 07, 2016 12:19 pm

Post by Ircher »

In post 95, mith wrote:
In post 88, Ircher wrote:
In post 81, JDGA wrote:
In post 80, Ircher wrote:Hey, the odds are like ridiculously low right now though.

15/36 to win a SINGLE match; that's 5/12.

5/12 ^ 3 = 125/1728 which is ~120/1700 ~ 6/85 ~ 7/90. (Very Roughly)

Only 7 out of 90 adventures will succeed; that's ~7.7% which is ridiculously low. (And quite close to being correct)
It's a little short of double that - 1/8, or 12.5%. Ties are just replayed, you're treating them there as if they're losses. Each round is a straight 50/50.
You don't win on ties, so I'm ignoring ties. That's the chances to win. To lose would be the opp. minus any ties. The ties are basically not counted if I'm calculating win or lose chances.
My bad-math sense is tingling.
Spoiler: Why I think ya'll are wrong about the math....
Seriously now....

There's 6 different possibilities you can roll. And there are 6 different possibilities that the enemy can roll.
Therefore, there are 36 different total outcomes we can have.


If the player (henceforce represented by P) rolls a 1, then 0/6 times will the player win. Yes, 1/6 times, the player will roll again, but that does not change the odds of winning as any two rolls are in this case independent of each other.

If P rolls 2, then the enemy (henceforce E) loses if it rolls a 1, ties on a 2, and wins on everything else. Once again, 6 possibilities.

If P rolls 3, there is 2/6 chance to win, 1/6 to tie, and 3/6 to lose.
If P rolls 4, there is 3/6 chance to win, 1/6 to tie, and 2/6 to lose.
If P rolls 5, there is 4/6 chance to win, 1/6 to tie, and 1/6 to lose.
If P rolls 6, there is 5/6 chance to win and 1/6 to tie.

Since I'm focusing on the win rate for the player, the ties are NOT counted as successful outcomes.


Therefore, 0/36 + 1/36 + 2/36 + 3/36 + 4/36 + 5/36 = 15/36 or 5/12.

If we counted the ties, that's 21/36 or 7/12 to NOT lose.

Since you have to win 3 matches in a row and the three are independent of each other, you multiply the chance by itself 3 times.

5/12 * 5/12 * 5/12 = 125/1728.
7/12 * 7/12 * 7/12 = 343/1728 ~ 340/1725 ~ 68/345 ~ 70/350 ~ 7/35 ~ 1/5 or 20%.

The chance of success is about 7 to 8%. The chance to not lose is about 20%. Now explain to me where this 1/8 comes from, as I'm not seeing it.
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Post Post #107 (ISO) » Wed Sep 07, 2016 12:25 pm

Post by Gamma Emerald »

You fail to take into account that ties result in rerolls, not ties. Each time, you technically have a 50% chance. You have the 15/36 chance to win, and the same to lose, and 6/36 to tie. To exclude potential endless ties, let's just omit the ties entirely, bring our possible pairings to 30. 15/30 equals 1/2, which is 1/8 when taken to the third power.
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #108 (ISO) » Wed Sep 07, 2016 2:07 pm

Post by swyellowtail »

And now my luck runs out right now.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

I am now dead.
The Swiftwolf Temple consists of 6 different dungeons: Luck, Cooperation, Risk, Strategy, Deceiving and Might. Click here to learn more about the temple and the dungeons.
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Post Post #109 (ISO) » Wed Sep 07, 2016 2:07 pm

Post by swyellowtail »

...this is where my opponent rolls a 6 and kills me.
The Swiftwolf Temple consists of 6 different dungeons: Luck, Cooperation, Risk, Strategy, Deceiving and Might. Click here to learn more about the temple and the dungeons.
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Post Post #110 (ISO) » Wed Sep 07, 2016 2:21 pm

Post by mastin2 »

Gamma Emerald's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Ircher's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

swyellowtail's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

And now, for the moment of truth...
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Post Post #111 (ISO) » Wed Sep 07, 2016 2:22 pm

Post by mastin2 »

Ircher
and
Gamma Emerald
both have
1 win
.
However, more importantly...

swyellowtail has leveled up!


Details to follow.
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Post Post #112 (ISO) » Wed Sep 07, 2016 2:27 pm

Post by Ircher »

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #113 (ISO) » Wed Sep 07, 2016 2:27 pm

Post by Ircher »

Noice. Now if my luck keeps high.....
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Post Post #114 (ISO) » Wed Sep 07, 2016 2:28 pm

Post by mastin2 »

Level 1:

HP unlocked!

Each player now has 10 HP.
Each enemy they face will have 8 HP.
For this level, players will randomly roll a 1d6 against an enemy, also rolling a 1d6, as before.
HOWEVER, this time, the loser will lose 1 HP. Nothing happens upon a tie.
After each fight, a player's HP will be restored to maximum.

A player needs to win
five fights
in order to level-up.

This should be a cakewalk; the odds are in your favor. It might be a little bit of a grind (that's 40 rolls minimum to level up), but in that time, other players might catch up! (Trust me, you don't want to be the only player on a level indefinitely.)

This is a
local upgrade
: In order to use the Level 1 rules, a player MUST reach level 1.
Last edited by mastin2 on Wed Sep 07, 2016 2:35 pm, edited 1 time in total.
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Post Post #115 (ISO) » Wed Sep 07, 2016 2:29 pm

Post by mastin2 »

swyellowtail encounters an enemy, and you decide to engage
.

Ircher's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #116 (ISO) » Wed Sep 07, 2016 2:30 pm

Post by Ircher »

YES!!!

Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


Watch as mastin ninjas me....
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Post Post #117 (ISO) » Wed Sep 07, 2016 2:32 pm

Post by mastin2 »

Ircher's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #118 (ISO) » Wed Sep 07, 2016 2:33 pm

Post by Ircher »

Noice. I'll push my luck more tomorrow.
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Post Post #119 (ISO) » Wed Sep 07, 2016 2:34 pm

Post by mastin2 »

Congratulations,
Ircher
, you have beaten the odds!
You are now
Level 1
. Refer to either the OP or for how those mechanics work.
Ircher fails to sneak around an enemy, and combat now begins.
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Post Post #120 (ISO) » Wed Sep 07, 2016 2:35 pm

Post by Gamma Emerald »

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
<Embrace The Void>


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Post Post #121 (ISO) » Wed Sep 07, 2016 2:37 pm

Post by mastin2 »

Gamma Emerald's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #122 (ISO) » Wed Sep 07, 2016 2:38 pm

Post by mastin2 »

No good, Gamma Emerald! Go again.
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Post Post #123 (ISO) » Wed Sep 07, 2016 2:43 pm

Post by Gamma Emerald »

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #124 (ISO) » Wed Sep 07, 2016 2:43 pm

Post by Gamma Emerald »

FML
<Embrace The Void>


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