How can I calculate the difference between two rolls in AnyDice?In AnyDice, how can I calculate the number of successes in the highest dice in a given dice pool?How do I find the highest number rolled in a pool if dice, and the number of times it is rolled using AnyDice?How can I get the highest or lowest values of an irregular dice pool in AnyDice?AnyDice function to use a die as high/low flip and criticalHow can I get the highest two die rolls from a mixed pool in AnyDice?Rerolling and replacing the lowest result in AnydiceHow to calculate the probablity of getting 5 hits with 13 dice in Anydice?How can I use AnyDice to simulate rolling 6d6, and dropping the 2 lowest and 1 highest dice?How to calculate conditional probabilities in AnyDice?How can I model the probabilities for this mechanic involving cancelling out dice pools in AnyDice?How can I calculate the sum of 2 random dice out of a 3d6 pool in AnyDice?How can I model the probabilities for highest and lowest of opposing dice pools?
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How can I calculate the difference between two rolls in AnyDice?
In AnyDice, how can I calculate the number of successes in the highest dice in a given dice pool?How do I find the highest number rolled in a pool if dice, and the number of times it is rolled using AnyDice?How can I get the highest or lowest values of an irregular dice pool in AnyDice?AnyDice function to use a die as high/low flip and criticalHow can I get the highest two die rolls from a mixed pool in AnyDice?Rerolling and replacing the lowest result in AnydiceHow to calculate the probablity of getting 5 hits with 13 dice in Anydice?How can I use AnyDice to simulate rolling 6d6, and dropping the 2 lowest and 1 highest dice?How to calculate conditional probabilities in AnyDice?How can I model the probabilities for this mechanic involving cancelling out dice pools in AnyDice?How can I calculate the sum of 2 random dice out of a 3d6 pool in AnyDice?How can I model the probabilities for highest and lowest of opposing dice pools?
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
How do I calculate the following in AnyDice?
2d6, subtract lowest result from highest.
statistics anydice
New contributor
$endgroup$
add a comment |
$begingroup$
How do I calculate the following in AnyDice?
2d6, subtract lowest result from highest.
statistics anydice
New contributor
$endgroup$
1
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center or ask us here in the comments (use @ to ping someone) if you need more guidance. Good Luck and Happy Gaming!
$endgroup$
– Someone_Evil
15 hours ago
add a comment |
$begingroup$
How do I calculate the following in AnyDice?
2d6, subtract lowest result from highest.
statistics anydice
New contributor
$endgroup$
How do I calculate the following in AnyDice?
2d6, subtract lowest result from highest.
statistics anydice
statistics anydice
New contributor
New contributor
edited 1 hour ago
V2Blast♦
32.5k5 gold badges117 silver badges201 bronze badges
32.5k5 gold badges117 silver badges201 bronze badges
New contributor
asked 15 hours ago
RoelosaurusRoelosaurus
233 bronze badges
233 bronze badges
New contributor
New contributor
1
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center or ask us here in the comments (use @ to ping someone) if you need more guidance. Good Luck and Happy Gaming!
$endgroup$
– Someone_Evil
15 hours ago
add a comment |
1
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center or ask us here in the comments (use @ to ping someone) if you need more guidance. Good Luck and Happy Gaming!
$endgroup$
– Someone_Evil
15 hours ago
1
1
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center or ask us here in the comments (use @ to ping someone) if you need more guidance. Good Luck and Happy Gaming!
$endgroup$
– Someone_Evil
15 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center or ask us here in the comments (use @ to ping someone) if you need more guidance. Good Luck and Happy Gaming!
$endgroup$
– Someone_Evil
15 hours ago
add a comment |
3 Answers
3
active
oldest
votes
$begingroup$
I suggest subtracting without regard to which die in higher, then taking the absolute value:
output [absolute d6 - d6]
$endgroup$
$begingroup$
This is a correct approach but could you briefly note why the method works? Maybe a small example
$endgroup$
– Sdjz
15 hours ago
1
$begingroup$
Ow, that was simple. Thanks!
$endgroup$
– Roelosaurus
14 hours ago
$begingroup$
What if the roll is "3d6, subtract lowest one" ?
$endgroup$
– enkryptor
14 hours ago
1
$begingroup$
@enkryptor a trivial function for "of XdY, subtract the lowest from the highest" isfunction: subtract DICE:s result: 1@DICE - #DICE@DICE
, invoked for example:output [subtract 3d6]
.
$endgroup$
– Carcer
14 hours ago
1
$begingroup$
@Carcer: I'm not sure that's exactly what enkryptor wanted. If they want to subtract the smallest die from the sum of all the others, then they wantfunction: subtract DICE:s result: 1..#DICE-1@DICE - #DICE@DICE
or more conciselyfunction: subtract DICE:s result: DICE - 2* #DICE@DICE
like this.
$endgroup$
– Blckknght
13 hours ago
|
show 1 more comment
$begingroup$
You can use the following anydice code to do this:
function: X:n odiff Y:n
if X > Y
result: X-Y
else
result: Y-X
output [d6 odiff d6] named "difference between 2d6"
This checks which die is higher then subtracts accordingly, providing these results:
Note that after doing this and comparing it to Blckknght's answer the results are the same but the other answer has a simpler code so I will just leave this here as a bit of a learning exercise.
$endgroup$
1
$begingroup$
Thank you. Blckknght's was indeed a simpler code, but yours is "even more correct".
$endgroup$
– Roelosaurus
14 hours ago
add a comment |
$begingroup$
The general way to do this in AnyDice is to write a function that takes a sequence as a parameter, and pass the dice roll into the function, e.g. like this:
function: highest minus lowest of ROLL:s
result: 1@ROLL - #ROLL@ROLL
output [highest minus lowest of 2d6]
output [highest minus lowest of 3d6]
The key element here is the :s
after the parameter name. That's what tells AnyDice that the ROLL
parameter should be a sequence of numbers, rather than a single number or a (pool of) di(c)e.
What AnyDice actually does, when you pass a pool of dice into a function expecting a sequence like this, is that it executes the function for each possible roll of the dice, assigning the rolled numbers to the sequence (sorted from highest to lowest by default). It then collects the results returned by the function into a single biased die, whose possible outcomes are weighted according to the probability of obtaining each of those results from the dice roll.
Thus, inside the function, the dice are effectively "frozen" into a sequence of fixed numbers, and you can do any math or other manipulation on those numbers that you want.
This is actually a general trick for doing arbitrary calculations on the results of a dice roll in AnyDice. While very useful, it does have two notable drawbacks:
It can be slow for large numbers of dice (and/or large numbers of sides per die), because it calls the function for each possible outcome of the roll. In particular, if you try to calculate something like
[highest minus lowest of 100d6]
, it will almost certainly time out, because AnyDice isn't smart enough to realize that only the highest and the lowest number matter, and will instead try to iterate by brute force over all the possible sequences of numbers one could roll with 100d6 (of which there are a bit over 79 million).Since AnyDice collects the results of the function into a biased die, and since it doesn't support sequence-valued dice, you can't usefully return a sequence from a function called like this. If you try, it just gets summed into a single number. (You can, however, return a die from such a function, and it will behave exactly as you would expect.)
$endgroup$
add a comment |
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
I suggest subtracting without regard to which die in higher, then taking the absolute value:
output [absolute d6 - d6]
$endgroup$
$begingroup$
This is a correct approach but could you briefly note why the method works? Maybe a small example
$endgroup$
– Sdjz
15 hours ago
1
$begingroup$
Ow, that was simple. Thanks!
$endgroup$
– Roelosaurus
14 hours ago
$begingroup$
What if the roll is "3d6, subtract lowest one" ?
$endgroup$
– enkryptor
14 hours ago
1
$begingroup$
@enkryptor a trivial function for "of XdY, subtract the lowest from the highest" isfunction: subtract DICE:s result: 1@DICE - #DICE@DICE
, invoked for example:output [subtract 3d6]
.
$endgroup$
– Carcer
14 hours ago
1
$begingroup$
@Carcer: I'm not sure that's exactly what enkryptor wanted. If they want to subtract the smallest die from the sum of all the others, then they wantfunction: subtract DICE:s result: 1..#DICE-1@DICE - #DICE@DICE
or more conciselyfunction: subtract DICE:s result: DICE - 2* #DICE@DICE
like this.
$endgroup$
– Blckknght
13 hours ago
|
show 1 more comment
$begingroup$
I suggest subtracting without regard to which die in higher, then taking the absolute value:
output [absolute d6 - d6]
$endgroup$
$begingroup$
This is a correct approach but could you briefly note why the method works? Maybe a small example
$endgroup$
– Sdjz
15 hours ago
1
$begingroup$
Ow, that was simple. Thanks!
$endgroup$
– Roelosaurus
14 hours ago
$begingroup$
What if the roll is "3d6, subtract lowest one" ?
$endgroup$
– enkryptor
14 hours ago
1
$begingroup$
@enkryptor a trivial function for "of XdY, subtract the lowest from the highest" isfunction: subtract DICE:s result: 1@DICE - #DICE@DICE
, invoked for example:output [subtract 3d6]
.
$endgroup$
– Carcer
14 hours ago
1
$begingroup$
@Carcer: I'm not sure that's exactly what enkryptor wanted. If they want to subtract the smallest die from the sum of all the others, then they wantfunction: subtract DICE:s result: 1..#DICE-1@DICE - #DICE@DICE
or more conciselyfunction: subtract DICE:s result: DICE - 2* #DICE@DICE
like this.
$endgroup$
– Blckknght
13 hours ago
|
show 1 more comment
$begingroup$
I suggest subtracting without regard to which die in higher, then taking the absolute value:
output [absolute d6 - d6]
$endgroup$
I suggest subtracting without regard to which die in higher, then taking the absolute value:
output [absolute d6 - d6]
answered 15 hours ago
BlckknghtBlckknght
2,0271 gold badge9 silver badges17 bronze badges
2,0271 gold badge9 silver badges17 bronze badges
$begingroup$
This is a correct approach but could you briefly note why the method works? Maybe a small example
$endgroup$
– Sdjz
15 hours ago
1
$begingroup$
Ow, that was simple. Thanks!
$endgroup$
– Roelosaurus
14 hours ago
$begingroup$
What if the roll is "3d6, subtract lowest one" ?
$endgroup$
– enkryptor
14 hours ago
1
$begingroup$
@enkryptor a trivial function for "of XdY, subtract the lowest from the highest" isfunction: subtract DICE:s result: 1@DICE - #DICE@DICE
, invoked for example:output [subtract 3d6]
.
$endgroup$
– Carcer
14 hours ago
1
$begingroup$
@Carcer: I'm not sure that's exactly what enkryptor wanted. If they want to subtract the smallest die from the sum of all the others, then they wantfunction: subtract DICE:s result: 1..#DICE-1@DICE - #DICE@DICE
or more conciselyfunction: subtract DICE:s result: DICE - 2* #DICE@DICE
like this.
$endgroup$
– Blckknght
13 hours ago
|
show 1 more comment
$begingroup$
This is a correct approach but could you briefly note why the method works? Maybe a small example
$endgroup$
– Sdjz
15 hours ago
1
$begingroup$
Ow, that was simple. Thanks!
$endgroup$
– Roelosaurus
14 hours ago
$begingroup$
What if the roll is "3d6, subtract lowest one" ?
$endgroup$
– enkryptor
14 hours ago
1
$begingroup$
@enkryptor a trivial function for "of XdY, subtract the lowest from the highest" isfunction: subtract DICE:s result: 1@DICE - #DICE@DICE
, invoked for example:output [subtract 3d6]
.
$endgroup$
– Carcer
14 hours ago
1
$begingroup$
@Carcer: I'm not sure that's exactly what enkryptor wanted. If they want to subtract the smallest die from the sum of all the others, then they wantfunction: subtract DICE:s result: 1..#DICE-1@DICE - #DICE@DICE
or more conciselyfunction: subtract DICE:s result: DICE - 2* #DICE@DICE
like this.
$endgroup$
– Blckknght
13 hours ago
$begingroup$
This is a correct approach but could you briefly note why the method works? Maybe a small example
$endgroup$
– Sdjz
15 hours ago
$begingroup$
This is a correct approach but could you briefly note why the method works? Maybe a small example
$endgroup$
– Sdjz
15 hours ago
1
1
$begingroup$
Ow, that was simple. Thanks!
$endgroup$
– Roelosaurus
14 hours ago
$begingroup$
Ow, that was simple. Thanks!
$endgroup$
– Roelosaurus
14 hours ago
$begingroup$
What if the roll is "3d6, subtract lowest one" ?
$endgroup$
– enkryptor
14 hours ago
$begingroup$
What if the roll is "3d6, subtract lowest one" ?
$endgroup$
– enkryptor
14 hours ago
1
1
$begingroup$
@enkryptor a trivial function for "of XdY, subtract the lowest from the highest" is
function: subtract DICE:s result: 1@DICE - #DICE@DICE
, invoked for example: output [subtract 3d6]
.$endgroup$
– Carcer
14 hours ago
$begingroup$
@enkryptor a trivial function for "of XdY, subtract the lowest from the highest" is
function: subtract DICE:s result: 1@DICE - #DICE@DICE
, invoked for example: output [subtract 3d6]
.$endgroup$
– Carcer
14 hours ago
1
1
$begingroup$
@Carcer: I'm not sure that's exactly what enkryptor wanted. If they want to subtract the smallest die from the sum of all the others, then they want
function: subtract DICE:s result: 1..#DICE-1@DICE - #DICE@DICE
or more concisely function: subtract DICE:s result: DICE - 2* #DICE@DICE
like this.$endgroup$
– Blckknght
13 hours ago
$begingroup$
@Carcer: I'm not sure that's exactly what enkryptor wanted. If they want to subtract the smallest die from the sum of all the others, then they want
function: subtract DICE:s result: 1..#DICE-1@DICE - #DICE@DICE
or more concisely function: subtract DICE:s result: DICE - 2* #DICE@DICE
like this.$endgroup$
– Blckknght
13 hours ago
|
show 1 more comment
$begingroup$
You can use the following anydice code to do this:
function: X:n odiff Y:n
if X > Y
result: X-Y
else
result: Y-X
output [d6 odiff d6] named "difference between 2d6"
This checks which die is higher then subtracts accordingly, providing these results:
Note that after doing this and comparing it to Blckknght's answer the results are the same but the other answer has a simpler code so I will just leave this here as a bit of a learning exercise.
$endgroup$
1
$begingroup$
Thank you. Blckknght's was indeed a simpler code, but yours is "even more correct".
$endgroup$
– Roelosaurus
14 hours ago
add a comment |
$begingroup$
You can use the following anydice code to do this:
function: X:n odiff Y:n
if X > Y
result: X-Y
else
result: Y-X
output [d6 odiff d6] named "difference between 2d6"
This checks which die is higher then subtracts accordingly, providing these results:
Note that after doing this and comparing it to Blckknght's answer the results are the same but the other answer has a simpler code so I will just leave this here as a bit of a learning exercise.
$endgroup$
1
$begingroup$
Thank you. Blckknght's was indeed a simpler code, but yours is "even more correct".
$endgroup$
– Roelosaurus
14 hours ago
add a comment |
$begingroup$
You can use the following anydice code to do this:
function: X:n odiff Y:n
if X > Y
result: X-Y
else
result: Y-X
output [d6 odiff d6] named "difference between 2d6"
This checks which die is higher then subtracts accordingly, providing these results:
Note that after doing this and comparing it to Blckknght's answer the results are the same but the other answer has a simpler code so I will just leave this here as a bit of a learning exercise.
$endgroup$
You can use the following anydice code to do this:
function: X:n odiff Y:n
if X > Y
result: X-Y
else
result: Y-X
output [d6 odiff d6] named "difference between 2d6"
This checks which die is higher then subtracts accordingly, providing these results:
Note that after doing this and comparing it to Blckknght's answer the results are the same but the other answer has a simpler code so I will just leave this here as a bit of a learning exercise.
edited 15 hours ago
answered 15 hours ago
SdjzSdjz
19k6 gold badges93 silver badges149 bronze badges
19k6 gold badges93 silver badges149 bronze badges
1
$begingroup$
Thank you. Blckknght's was indeed a simpler code, but yours is "even more correct".
$endgroup$
– Roelosaurus
14 hours ago
add a comment |
1
$begingroup$
Thank you. Blckknght's was indeed a simpler code, but yours is "even more correct".
$endgroup$
– Roelosaurus
14 hours ago
1
1
$begingroup$
Thank you. Blckknght's was indeed a simpler code, but yours is "even more correct".
$endgroup$
– Roelosaurus
14 hours ago
$begingroup$
Thank you. Blckknght's was indeed a simpler code, but yours is "even more correct".
$endgroup$
– Roelosaurus
14 hours ago
add a comment |
$begingroup$
The general way to do this in AnyDice is to write a function that takes a sequence as a parameter, and pass the dice roll into the function, e.g. like this:
function: highest minus lowest of ROLL:s
result: 1@ROLL - #ROLL@ROLL
output [highest minus lowest of 2d6]
output [highest minus lowest of 3d6]
The key element here is the :s
after the parameter name. That's what tells AnyDice that the ROLL
parameter should be a sequence of numbers, rather than a single number or a (pool of) di(c)e.
What AnyDice actually does, when you pass a pool of dice into a function expecting a sequence like this, is that it executes the function for each possible roll of the dice, assigning the rolled numbers to the sequence (sorted from highest to lowest by default). It then collects the results returned by the function into a single biased die, whose possible outcomes are weighted according to the probability of obtaining each of those results from the dice roll.
Thus, inside the function, the dice are effectively "frozen" into a sequence of fixed numbers, and you can do any math or other manipulation on those numbers that you want.
This is actually a general trick for doing arbitrary calculations on the results of a dice roll in AnyDice. While very useful, it does have two notable drawbacks:
It can be slow for large numbers of dice (and/or large numbers of sides per die), because it calls the function for each possible outcome of the roll. In particular, if you try to calculate something like
[highest minus lowest of 100d6]
, it will almost certainly time out, because AnyDice isn't smart enough to realize that only the highest and the lowest number matter, and will instead try to iterate by brute force over all the possible sequences of numbers one could roll with 100d6 (of which there are a bit over 79 million).Since AnyDice collects the results of the function into a biased die, and since it doesn't support sequence-valued dice, you can't usefully return a sequence from a function called like this. If you try, it just gets summed into a single number. (You can, however, return a die from such a function, and it will behave exactly as you would expect.)
$endgroup$
add a comment |
$begingroup$
The general way to do this in AnyDice is to write a function that takes a sequence as a parameter, and pass the dice roll into the function, e.g. like this:
function: highest minus lowest of ROLL:s
result: 1@ROLL - #ROLL@ROLL
output [highest minus lowest of 2d6]
output [highest minus lowest of 3d6]
The key element here is the :s
after the parameter name. That's what tells AnyDice that the ROLL
parameter should be a sequence of numbers, rather than a single number or a (pool of) di(c)e.
What AnyDice actually does, when you pass a pool of dice into a function expecting a sequence like this, is that it executes the function for each possible roll of the dice, assigning the rolled numbers to the sequence (sorted from highest to lowest by default). It then collects the results returned by the function into a single biased die, whose possible outcomes are weighted according to the probability of obtaining each of those results from the dice roll.
Thus, inside the function, the dice are effectively "frozen" into a sequence of fixed numbers, and you can do any math or other manipulation on those numbers that you want.
This is actually a general trick for doing arbitrary calculations on the results of a dice roll in AnyDice. While very useful, it does have two notable drawbacks:
It can be slow for large numbers of dice (and/or large numbers of sides per die), because it calls the function for each possible outcome of the roll. In particular, if you try to calculate something like
[highest minus lowest of 100d6]
, it will almost certainly time out, because AnyDice isn't smart enough to realize that only the highest and the lowest number matter, and will instead try to iterate by brute force over all the possible sequences of numbers one could roll with 100d6 (of which there are a bit over 79 million).Since AnyDice collects the results of the function into a biased die, and since it doesn't support sequence-valued dice, you can't usefully return a sequence from a function called like this. If you try, it just gets summed into a single number. (You can, however, return a die from such a function, and it will behave exactly as you would expect.)
$endgroup$
add a comment |
$begingroup$
The general way to do this in AnyDice is to write a function that takes a sequence as a parameter, and pass the dice roll into the function, e.g. like this:
function: highest minus lowest of ROLL:s
result: 1@ROLL - #ROLL@ROLL
output [highest minus lowest of 2d6]
output [highest minus lowest of 3d6]
The key element here is the :s
after the parameter name. That's what tells AnyDice that the ROLL
parameter should be a sequence of numbers, rather than a single number or a (pool of) di(c)e.
What AnyDice actually does, when you pass a pool of dice into a function expecting a sequence like this, is that it executes the function for each possible roll of the dice, assigning the rolled numbers to the sequence (sorted from highest to lowest by default). It then collects the results returned by the function into a single biased die, whose possible outcomes are weighted according to the probability of obtaining each of those results from the dice roll.
Thus, inside the function, the dice are effectively "frozen" into a sequence of fixed numbers, and you can do any math or other manipulation on those numbers that you want.
This is actually a general trick for doing arbitrary calculations on the results of a dice roll in AnyDice. While very useful, it does have two notable drawbacks:
It can be slow for large numbers of dice (and/or large numbers of sides per die), because it calls the function for each possible outcome of the roll. In particular, if you try to calculate something like
[highest minus lowest of 100d6]
, it will almost certainly time out, because AnyDice isn't smart enough to realize that only the highest and the lowest number matter, and will instead try to iterate by brute force over all the possible sequences of numbers one could roll with 100d6 (of which there are a bit over 79 million).Since AnyDice collects the results of the function into a biased die, and since it doesn't support sequence-valued dice, you can't usefully return a sequence from a function called like this. If you try, it just gets summed into a single number. (You can, however, return a die from such a function, and it will behave exactly as you would expect.)
$endgroup$
The general way to do this in AnyDice is to write a function that takes a sequence as a parameter, and pass the dice roll into the function, e.g. like this:
function: highest minus lowest of ROLL:s
result: 1@ROLL - #ROLL@ROLL
output [highest minus lowest of 2d6]
output [highest minus lowest of 3d6]
The key element here is the :s
after the parameter name. That's what tells AnyDice that the ROLL
parameter should be a sequence of numbers, rather than a single number or a (pool of) di(c)e.
What AnyDice actually does, when you pass a pool of dice into a function expecting a sequence like this, is that it executes the function for each possible roll of the dice, assigning the rolled numbers to the sequence (sorted from highest to lowest by default). It then collects the results returned by the function into a single biased die, whose possible outcomes are weighted according to the probability of obtaining each of those results from the dice roll.
Thus, inside the function, the dice are effectively "frozen" into a sequence of fixed numbers, and you can do any math or other manipulation on those numbers that you want.
This is actually a general trick for doing arbitrary calculations on the results of a dice roll in AnyDice. While very useful, it does have two notable drawbacks:
It can be slow for large numbers of dice (and/or large numbers of sides per die), because it calls the function for each possible outcome of the roll. In particular, if you try to calculate something like
[highest minus lowest of 100d6]
, it will almost certainly time out, because AnyDice isn't smart enough to realize that only the highest and the lowest number matter, and will instead try to iterate by brute force over all the possible sequences of numbers one could roll with 100d6 (of which there are a bit over 79 million).Since AnyDice collects the results of the function into a biased die, and since it doesn't support sequence-valued dice, you can't usefully return a sequence from a function called like this. If you try, it just gets summed into a single number. (You can, however, return a die from such a function, and it will behave exactly as you would expect.)
answered 5 hours ago
Ilmari KaronenIlmari Karonen
11.8k3 gold badges34 silver badges49 bronze badges
11.8k3 gold badges34 silver badges49 bronze badges
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– Someone_Evil
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