Hello,
I am currently analyzing a tabletop games' probabilities. Successful rolls in the game are determined by rolling n number of dice and counting the number of dice that are greater than or equal to a certain value (some pre-determined threshold x; for instance, values could be between 1 through 6 from a six sided die).
For example, suppose my threshold x=3; if I roll 10 six sided die, what is the probability that 4 dice would land on a 3 or greater? For this question, we would use the binomial distribution to solve:
The probability to roll a success is 64. The number of successes need is 4. The number of dice is 10. So let p=64, and n=10. Thus the probability we will get 4 successes is:
Additionally, the game allows for a positive pool of modifiers to be applied on the dice after they are rolled, such that it can bring them over the determined threshold x and have it count as a success.
For example, suppose I roll three six sided die. Let vi represent the value of the die, and let v1=2, v2=3, and v3=6 . Suppose I have a threshold ofx=4 have a pool of +3 points to apply on any one of those die. I would be able to distribute all those points on both v1 and v2such that I now have three successes instead of only one (where now v1=2+2=4, v2=3+1=4, and v3=6.)
My question is: How are the probabilities of rolling n dice that are each are greater than or equal to x affected by the number of points in the modifier pool (described using a probability distribution where the threshold, modifiers, and number of successes are taken as parameters)?
I have attempted to develop a formula/distribution specifically to answer the last question above, such that I can analyze the distribution of a certain number of dice with different thresholds. I started with attempting to modify a binomial distribution, however, I am uncertain how it is affected by the different combinations of modifiers, thresholds, and successes needed. I've asked this question before on stackexchange where I was kindly suggested a case scenario (at this link), however, attempting to create a distribution from this case example has proven difficult.
Here is a visual I made in excel, showing the previous examples calculation done in excel as well as what is still needed:
To showcase this, the case scenario mentioned was for an example of 10 six-sided dice where you need 4 dice to show at least 5 and you have 3 modifier points that you are able distribute. I have noticed that there is an expanding pattern as I expanded the case scenario; each case was divided by a number of modifier points used, as they are disjoint and can be added together (i.e. having to use no points, 1 point, etc.). Here, I've cleaned up some of the work so that the pattern can be seen more clearly:
The probability that you get 4 dice without having to use points (this is done similiarly as the previous binomial question without the additional modifiers):
Using 1 point from the pool if you roll 4 once and at least 5 three times:
Using 2 points, if you roll 4 twice and at least 5 twice; or 3 once, at least 5 three times and not 4:
Using 3 points, if you roll 4 three times and at least 5 once; or 3 once, 4 once and at least 5 twice; or 2 once, at least 5 three times and not 3 or 4:
Therefore the probability of getting at least 4 die to have a value of at least 5 with 3 points to distribute is:
I am currently analyzing a tabletop games' probabilities. Successful rolls in the game are determined by rolling n number of dice and counting the number of dice that are greater than or equal to a certain value (some pre-determined threshold x; for instance, values could be between 1 through 6 from a six sided die).
For example, suppose my threshold x=3; if I roll 10 six sided die, what is the probability that 4 dice would land on a 3 or greater? For this question, we would use the binomial distribution to solve:
The probability to roll a success is 64. The number of successes need is 4. The number of dice is 10. So let p=64, and n=10. Thus the probability we will get 4 successes is:
∑k=4n(kn)(p)k(1−p)n−k=∑k=410(k10)(64)k(1−64)10−k≈98%
Additionally, the game allows for a positive pool of modifiers to be applied on the dice after they are rolled, such that it can bring them over the determined threshold x and have it count as a success.
For example, suppose I roll three six sided die. Let vi represent the value of the die, and let v1=2, v2=3, and v3=6 . Suppose I have a threshold ofx=4 have a pool of +3 points to apply on any one of those die. I would be able to distribute all those points on both v1 and v2such that I now have three successes instead of only one (where now v1=2+2=4, v2=3+1=4, and v3=6.)
My question is: How are the probabilities of rolling n dice that are each are greater than or equal to x affected by the number of points in the modifier pool (described using a probability distribution where the threshold, modifiers, and number of successes are taken as parameters)?
I have attempted to develop a formula/distribution specifically to answer the last question above, such that I can analyze the distribution of a certain number of dice with different thresholds. I started with attempting to modify a binomial distribution, however, I am uncertain how it is affected by the different combinations of modifiers, thresholds, and successes needed. I've asked this question before on stackexchange where I was kindly suggested a case scenario (at this link), however, attempting to create a distribution from this case example has proven difficult.
Here is a visual I made in excel, showing the previous examples calculation done in excel as well as what is still needed:

To showcase this, the case scenario mentioned was for an example of 10 six-sided dice where you need 4 dice to show at least 5 and you have 3 modifier points that you are able distribute. I have noticed that there is an expanding pattern as I expanded the case scenario; each case was divided by a number of modifier points used, as they are disjoint and can be added together (i.e. having to use no points, 1 point, etc.). Here, I've cleaned up some of the work so that the pattern can be seen more clearly:
The probability that you get 4 dice without having to use points (this is done similiarly as the previous binomial question without the additional modifiers):
∑k=410(k10)(62)k(64)10−k=196838675≈44%.
Using 1 point from the pool if you roll 4 once and at least 5 three times:
(110)(61)1∗(39)(62)3(63)6=(110)(61)1∗(39)(62)3(1−62−61)6=43235≈8%.
We subtract by 61 from the probability of 62 (in the at least 5 three times probability) as we know that the probability of failure isn't truly 64; we account for the 4's, which we only want to roll one of. So the probaiblity of failure is only 63 in the at least 5 three times probability. This pattern also expands to the rest of the cases (highlighted red above and below).
Using 2 points, if you roll 4 twice and at least 5 twice; or 3 once, at least 5 three times and not 4:
(210)(28)(61)2(62)2(63)6+(110)(39)(61)1(62)3(62)6=(210)(61)2∗(28)(62)2(1−62−61)8−2+(110)(61)1∗(39)(62)3(1−62−62)9−3=125971285505≈7%.
Using 3 points, if you roll 4 three times and at least 5 once; or 3 once, 4 once and at least 5 twice; or 2 once, at least 5 three times and not 3 or 4:
(310)(17)(61)3(62)1(63)6+(110)(19)(28)(61)1(61)1(62)2(62)6+(110)(39)(61)1(62)3(61)6=(310)(61)3∗(17)(62)1(1−62−61)7−1+(110)(61)1∗(19)(61)1∗(28)(62)2(1−62−62)8−2+(110)(61)1∗(39)(62)3(1−62−63)9−3=125971239095≈3%.
Therefore the probability of getting at least 4 die to have a value of at least 5 with 3 points to distribute is:
196838675+43235+125971285505+125971239095=10497665155≈62%.