Lets say you throw two 6-sided dice. What's the probability that you roll an 11 or higher? By your logic the chance would be 18% (2/11), but it's actually 8% (1/12)
No it will be ~8% (~ because I'd done a quick&dirty calculation without bothering with actual formulas and fractions) as there is three options that will satisfy you: 5-6, 6-5 and 6-6. Each roll is separated and unaffected by another.
I get your point, I'd completely forgot that Vic is using multiple dices in determination of structural design. Yes I was wrong about it, sorry for that.
Honestly? I'd so tired of unneeded* amount of random in this game so don't mind save/load to check my dices for next turn. This why I maybe a bit overestimating structural rolls. But again, if min-max, you really need to get it for a light tanks, as they're able to win the game alone... And if you will fail to do so you still have a medium tanks
*I can show a few examples about stupid events with stupidly high checks, but I'm sure you already saw them. IMHO it's entirely bad game design to provide governors with 160+ DC for skills they are not leveling during their work. It's so surprising to see random-based "sorry, you'd failed, go and eat penalty without any chances!" events in our time. Lol, Vic, you already stealthy "fixing" some "random" rolls - give me at least 5% chance to win in such events. >_< Nothing annoying me more in RNG-heavy games.
Hell, one of major sources of dices in games - AD&D have a critical rule. So you always have a small chance to win/lose. It's make game much more entertaining as you always have some hope. In SE? No, enjoy marauders & slave trader events >_<
< Message edited by demiare -- 7/31/2020 4:23:46 PM >