How can I calculate the difference between two rolls in AnyDice?In AnyDice, how can I calculate the number of...

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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?






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$begingroup$


How do I calculate the following in AnyDice?




2d6, subtract lowest result from highest.











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  • 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
    14 hours ago


















4












$begingroup$


How do I calculate the following in AnyDice?




2d6, subtract lowest result from highest.











share|improve this question









New contributor



Roelosaurus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$








  • 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
    14 hours ago














4












4








4





$begingroup$


How do I calculate the following in AnyDice?




2d6, subtract lowest result from highest.











share|improve this question









New contributor



Roelosaurus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$




How do I calculate the following in AnyDice?




2d6, subtract lowest result from highest.








statistics anydice






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Roelosaurus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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edited 1 hour ago









V2Blast

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asked 14 hours ago









RoelosaurusRoelosaurus

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Check out our Code of Conduct.










  • 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
    14 hours ago














  • 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
    14 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
14 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
14 hours ago










3 Answers
3






active

oldest

votes


















9












$begingroup$

I suggest subtracting without regard to which die in higher, then taking the absolute value:



output [absolute d6 - d6]





share|improve this answer









$endgroup$













  • $begingroup$
    This is a correct approach but could you briefly note why the method works? Maybe a small example
    $endgroup$
    – Sdjz
    14 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" is function: subtract DICE:s { result: 1@DICE - #DICE@DICE }, invoked for example: output [subtract 3d6].
    $endgroup$
    – Carcer
    13 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 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



















6












$begingroup$

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:



result graph



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.






share|improve this answer











$endgroup$









  • 1




    $begingroup$
    Thank you. Blckknght's was indeed a simpler code, but yours is "even more correct".
    $endgroup$
    – Roelosaurus
    14 hours ago



















4












$begingroup$

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:




  1. 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).


  2. 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.)







share|improve this answer









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    3 Answers
    3






    active

    oldest

    votes








    3 Answers
    3






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    9












    $begingroup$

    I suggest subtracting without regard to which die in higher, then taking the absolute value:



    output [absolute d6 - d6]





    share|improve this answer









    $endgroup$













    • $begingroup$
      This is a correct approach but could you briefly note why the method works? Maybe a small example
      $endgroup$
      – Sdjz
      14 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" is function: subtract DICE:s { result: 1@DICE - #DICE@DICE }, invoked for example: output [subtract 3d6].
      $endgroup$
      – Carcer
      13 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 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
















    9












    $begingroup$

    I suggest subtracting without regard to which die in higher, then taking the absolute value:



    output [absolute d6 - d6]





    share|improve this answer









    $endgroup$













    • $begingroup$
      This is a correct approach but could you briefly note why the method works? Maybe a small example
      $endgroup$
      – Sdjz
      14 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" is function: subtract DICE:s { result: 1@DICE - #DICE@DICE }, invoked for example: output [subtract 3d6].
      $endgroup$
      – Carcer
      13 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 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














    9












    9








    9





    $begingroup$

    I suggest subtracting without regard to which die in higher, then taking the absolute value:



    output [absolute d6 - d6]





    share|improve this answer









    $endgroup$



    I suggest subtracting without regard to which die in higher, then taking the absolute value:



    output [absolute d6 - d6]






    share|improve this answer












    share|improve this answer



    share|improve this answer










    answered 14 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
      14 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" is function: subtract DICE:s { result: 1@DICE - #DICE@DICE }, invoked for example: output [subtract 3d6].
      $endgroup$
      – Carcer
      13 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 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


















    • $begingroup$
      This is a correct approach but could you briefly note why the method works? Maybe a small example
      $endgroup$
      – Sdjz
      14 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" is function: subtract DICE:s { result: 1@DICE - #DICE@DICE }, invoked for example: output [subtract 3d6].
      $endgroup$
      – Carcer
      13 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 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
















    $begingroup$
    This is a correct approach but could you briefly note why the method works? Maybe a small example
    $endgroup$
    – Sdjz
    14 hours ago




    $begingroup$
    This is a correct approach but could you briefly note why the method works? Maybe a small example
    $endgroup$
    – Sdjz
    14 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
    13 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
    13 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













    6












    $begingroup$

    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:



    result graph



    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.






    share|improve this answer











    $endgroup$









    • 1




      $begingroup$
      Thank you. Blckknght's was indeed a simpler code, but yours is "even more correct".
      $endgroup$
      – Roelosaurus
      14 hours ago
















    6












    $begingroup$

    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:



    result graph



    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.






    share|improve this answer











    $endgroup$









    • 1




      $begingroup$
      Thank you. Blckknght's was indeed a simpler code, but yours is "even more correct".
      $endgroup$
      – Roelosaurus
      14 hours ago














    6












    6








    6





    $begingroup$

    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:



    result graph



    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.






    share|improve this answer











    $endgroup$



    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:



    result graph



    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.







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited 14 hours ago

























    answered 14 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














    • 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











    4












    $begingroup$

    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:




    1. 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).


    2. 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.)







    share|improve this answer









    $endgroup$


















      4












      $begingroup$

      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:




      1. 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).


      2. 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.)







      share|improve this answer









      $endgroup$
















        4












        4








        4





        $begingroup$

        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:




        1. 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).


        2. 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.)







        share|improve this answer









        $endgroup$



        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:




        1. 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).


        2. 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.)








        share|improve this answer












        share|improve this answer



        share|improve this answer










        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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