Roll twice and keep the better result: what are the real odds?
A good torch, a lucky charm or a steady hand lets a player roll twice and keep the better one, or the worse one when things go badly, and most people guess the effect wrongly. This shows the exact chances and how a flat bonus combines with them.
Why this works
Two tries are not worth a fixed bonus: the gain is large where the outcome is uncertain and almost nothing where it is already near certain or hopeless. So the effect has to be calculated from the chance, not guessed as a flat number.
When not to use it
Skip it when most checks sit near certain or hopeless, since the roll then changes almost nothing and only adds clutter. Also avoid it where players expect plain numbers on a tooltip, and use a flat bonus instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 30 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Roll twice and keep the better result: what are the real odds?" (read_entry advantage-roll-exact-odds) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP