Anydice: Neon City Overdrive type eliminative dice pool BUT danger dice cancel equal to AND less than

anydicestatistics

The game Neon City Overdrive uses the following resolution mechanic
for checks:

  1. create a pool of Action Dice and (possibly) another pool of differently-colored Danger Dice (all d6, generally up to 5 or 6 dice
    in each pool)
  2. roll all the dice
  3. each Danger Die cancels out an Action Die with the same value – both are discarded
  4. the highest remaining Action Die (if there is any) is the result (the precise meaning of which is irrelevant for the purposes of this
    question)
  5. each extra remaining Action Die showing a 6 (i.e. any second, third etc. "6" beyond the first "6" that is read as the result of the
    roll) provides one critical success (called a boon)

The basic mechanic has already been addressed in this question but I want to know how a slight variation would change the probabilities. What I'm interested in is seeing how the odds work out if danger dice cancel any action dice that is equal to or lower than instead of just equal to (normally a 5 on a danger dice would only cancel another 5, but here it would cancel out a single 1-5 result instead).

Danger dice would eliminate the highest possible action dice first so a danger dice pool of [6] against an action dice pool of [5, 2] would eliminate the 5 and leave the 2 as the final result.

There is one additional twist I'd like to factor in, and that is if all Action Dice are eliminated (which normally gives a result of 1), the value is reduced for each Additional 6 on a danger dice (basically an inversion of the critical success mechanic for extra 6's). So no Action dice and a danger 6=-1, no action dice and two danger 6's=-2, etc. I'm also curious if the odds would be more symmetrical if all action dice being elimated counts as a 1 or a 0 (given equal sized Action and Danger pools I'd like the odds of rolling a zero to be similar to the odds of getting a 7, -1 similar to 8, etc)

I'd prefer the results in anydice form if possible.

Best Answer

I will leave it to others with superior knowledge of AnyDice to propose/adapt a solution for that platform. That being said, I adapted my dyce¹-based solution to this question (mentioned by @HighDiceRoller) to augment my prior response to your cited NCO question to explore a comparison of your mod against the base mechanic. It's showcased in the last cell of that notebook and the implementation is captured in the nco_so_dangerous function in neon_city_overdrive.py. I'm sure the implementation could be optimized, but I focused on readability. I also made several assumptions, including:

  1. When no actions were left, the base result is zero;
  2. The highest available danger dice are used to cancel action dice and do not optimize for retaining "dangerous" sixes; and
  3. Danger dice used to cancel action dice are not available to further work against the result.

In other words, in response to @HighDiceRoller's question above, Action [6, 1] vs. Danger [6, 6, 5] results in 0. (First danger six cancels the action six, second danger six cancels the action one, the remaining danger available to work against the result is five (i.e., not a six).

Even so, your proposed mod appears substantially more dangerous than the base mechanic where the danger pool size meets or exceeds the action pool size. While a matter of taste, I find anydyce's² "burst" graphs are well-suited for visualizing the differences. (Screenshot for select comparisons below. Gray outer rings show the base mechanic. Red inner rings show your dangerous mod.)

You can see a more generalized version in action (and play around with it) in your browser: Try dyce [source]

Note that you might have to scroll down to the section that addresses this particular question. Limitations and caveats mentioned elsewhere apply.


¹ dyce is my Python dice probability library.

² anydyce is my visualization layer for dyce meant as a rough stand-in for AnyDice.


anydyce burst graphs

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