I didn't want to make this one a puzzle -- it's too easy! isn't it? But it's a perfect illustration of a point that's worth making about the utility of null dice. Where they really shine is in protecting your large dice -- disrupting skill attacks against them or keeping them from having to be rerolled.
TheUniverse here will probably win no matter what, but the instinctive "avoid using null dice whenever possible" idea is wrong: 1/12 of the time it will result in a tie -- if he (or she) instead attacks with the null die first, he (or she) is certain to win.
Tournament #13749: Revenge on the Stats- lephantman13 Current Round: Round 4. (organized by lephantman13) |
Everyone but me must choose randomly, please. |
* Next Turn * Player: TheUniverse *My Birthday* * Next Turn *
Button Man: inundator Score: 42 (0.6 sides) Rounds Won/Lost/Tied: 0 / 0 / 0 (out of 3 round(s))
Captured Dice: Fire Shadow 20-sided die, Morphing Trip 6-sided die, Speed 10-sided die
Dice | Plasma {Chance} 12-sided die | Plasma {Null} 12-sided die |
Value | 9 | 3 |
Dice | Focus 8-sided die | Stinger 10-sided die |
Value | 7 | 1 |
Button Man: BlackOmega Score: 41 (-0.6 sides) Rounds Won/Lost/Tied: 0 / 0 / 0
Captured Dice: Plasma {Trip} 12-sided die, Plasma {Focus} 12-sided die, Plasma {} X Swing 8-sided die