Here's an AnyDice program to simulate it:
function: test N:n against X:n reroll Y:n later Z:n {
if N >= Y { result: 1 + [test d6 against X reroll Z later Z] }
if N >= X { result: 1 }
result: 0
}
output [test d6 against 4 reroll 6 later 6] named "success on 4-6, reroll on 6"
output [test d6 against 3 reroll 6 later 6] named "success on 3-6, reroll on 6"
output [test d6 against 4 reroll 5 later 6] named "success on 4-6, reroll on 5-6 (re-reroll on 6)"
Looking at the summary output, we can see that the baseline roll (success on 4+, explode on 6) yields on average 0.6 successes per die. Lowering the success threshold to 3+ increases this to an average of 0.8 successes per die, whereas lowering the explode threshold to 5+ gives 0.7 successes per die. (I was a bit surprised that the mean success rates would work out to such nice round numbers, but it seems they do.)
Thus, lowering the success threshold is a significantly better investment than lowering the explosion threshold.
In fact, this is easy to see intuitively: lowering the success threshold by one gives you a 1/6 chance of an extra success; lowering the explosion threshold by one gives you a 1/6 chance of an extra die roll. Given that the expected number of successes per die is less than one, it's pretty obvious that, given the choice, you should choose an extra success over an extra die.
Ps. I did some more testing, and it sems that, if you modify the second ability to also allow successive rerolls on 5+, the average number of successes per die increases to 0.75. That's still less than for the first ability, but closer.
Allowing a reroll on any initial success (i.e. on an initial roll of 4+), but only on a 6 for subsequent rolls, turns out to give the same average number of successes, 0.8, as lowering the success threshold to 3. Thus, if you really want the two abilities to be equally good, that might be a good option to consider.
(Or you could keep the improved reroll ability as originally suggested, i.e. only improving the first reroll chance by 1/6, and make it cost half as much as the improved success ability; if you let the player take the improved reroll ability twice, that would be, on average, equivalent to the first ability.)
The accepted solution disregards the core purpose of the actual question (how does user choice affect the outcome), so I had to try and figure it out...
I'm new to anydice, so I welcome corrections/suggestions.
Here, if the player rolls their desired outcome on 2/3 dice, that becomes their choice, otherwise, output a random choice from the 3....
function: choice of A:n and B:n and C:n target T:n {
if A=T { result: A }
if B=T { result: B }
if C=T { result: C }
result: 1d{A, B, C}
}
function: combo of A:n and B:n and C:n target T {
result: [choice of A+B and B+C and A+C target T]
}
loop T over {1..12} {
output [combo of 1d6 and 1d6 and 1d6 target T] named "2/3d6 [T]"
}
Here, we can see the huge difference that player choice makes
Chance of getting a 7:
2d6: ~17%
(2/3)d6: ~42%
This matches the mathematical answer:
The probability that a pair of the three dice has sum '7' is
$$\frac{3 \cdot 6 \cdot 4 + 3 \cdot 6}{6^3} = \frac{90}{216} = \frac{5}{12} ≈ 42/100 $$
Src: https://math.stackexchange.com/questions/3283971/probability-that-2-dice-selected-from-3-rolled-dice-will-have-sum-7
Best Answer
Winners sum the numbers on the faces of successful dice, not the number of successful dice
This could be written more explicitly in the rules, but it is most certainly the intention. The rules preceding this section do already describe summing the numbers on the dice as part of the mechanic for resolving ties:
In this context they're more explicit about stating the "numbers on" the successful dice, but they use similar language in the next section, regarding sums and totals.
Supporting this interpretation is the fact that the average result of a d10, if you treat rolls of 6+ as 0 (as only 1-5s are successes), is indeed 1.5, as the text describes - here's an anydice program to demonstrate.
(It should be noted that in practice, winning pools should average more than 1.5 coins per die - the fact that they are the winning pool in the first place means we are discarding any possible roll where the pool did not win, so the remaining possibility space is skewed somewhat towards rolls that had higher numbers of successes, and the larger the opposing dice pool was to begin with the more bonus coins the winner can expect.)