AnyDice Classic Archive 18

Exploding Doubles

Wed, 04 Nov 2009 00:00:00 +0000

Something people love to do but AnyDice 1 fails to support is exploding when rolling doubles. I'll use the example of rolling 2d10 and rerolling on double 1s, double 2s, etcetera. I'll explode only once in this example. Exploding more often would follow the usual pattern of adding more low-odds tails.

First, what can AnyDice show you? It can calculate the distribution for exploding all even numbers of 2d10, using d(2d10)e{2,4,6,8,10,12,14,16,18,20}. But you only want to explode the doubles! As 10% of all possible rolls are doubles, a crude approximation would be interpolating the distributions of 2d10 and 2d10-explode-even at a 9:1 ratio.

2d10-exploding-doubles-approx

This approximation is actually not that bad, but it has some flaws. In reality, the steps of the pyramid are very pronounced. The actual distribution can be obtained by some spreadsheet trickery, which I won't bother you with.

2d10-exploding-doubles

As you can see, the final distribution is a slightly tilted step pyramid followed by a nearly flat downward curve.

I've included two slight variations, to show how they affects the distribution. Not exploding on double 1s means that you can roll a 2, while the graph between 4 and 22 lowers very slightly and nearly uniform to compensate. Basically, each double you choose not to explode bumps up the odds of rolling their usual value, while the odds of rolling between 2 and 20 points above that value lower to compensate. Drop them all and you're back at 2d10. So, for example, by choosing to only explode double 2s, 4s, 6s, 8s and 10s, half the steps of the pyramid have disappeared and the odds of rolling above 20 have visibly lowered.

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