A weapon that does 3 to 6 damage almost never does 3 or 6
Turning a random number into a whole damage value looks trivial, yet the obvious way quietly halves the odds of the lowest and highest result. Players never see why their top hit is rare. This entry shows the conversion that treats every value alike.
Why this works
Whole numbers are slots, and each slot should be the same size. Rounding a stretched roll gives the two outer values only half a slot, because only one side of them counts. Cutting the roll into equal slices first gives every value the same chance.
When not to use it
Skip it when you want the middle to be likelier on purpose, as when damage should usually land near its average and rarely stray. Then roll two or three times and add them. Also skip it for damage with fractions, where no slots exist.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 17 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A weapon that does 3 to 6 damage almost never does 3 or 6" (read_entry damage-range-roll-inclusive-ends-equal-weight) 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