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Keeping three equals dropping one

Part D · L13 · Prerequisite: L12 · One modelling idea

Situation, question, and prediction

D&D 2014 offers random ability generation by rolling four d6 and adding the highest three. Compare one such score with 3d6. Predict whether dropping one positive die can increase the sum of those same four dice.

Build

4d6dl1 means four d6, drop the lowest one; 4d6kh3 means keep the highest three. Plain notation such as roll = 4d6 preserves a pool, so use roll.sum() for its total. Keep/drop notation such as score = 4d6dl1 already returns a numeric distribution: do not call .sum() on that score. The function form keep_highest(4, 6, 3) also returns the kept total.

score = keep_highest(4, 6, 3)
output("One 4d6 drop-lowest score", score)
output("Three d6", dice_pool(3, 6).sum())
output("All four d6", dice_pool(4, 6).sum())

One 4d6 drop-lowest score · DieRoll · mean 12.245

outcome%fracX/1296
30.081/12951
40.311/3244
50.775/64810
61.627/43221
72.9319/64838
84.7831/64862
97.0262/88391
109.4161/648122
1111.437/324148
1212.9167/1296167
1313.343/324172
1412.310/81160
1510.1103/1019131
167.2547/64894
174.171/2454
181.627/43221

Three d6 · DieRoll · mean 10.500

outcome%fracX/1296
30.461/2166
41.391/7218
52.781/3636
64.635/10860
76.945/7290
89.727/72126
911.625/216150
1012.51/8162
1112.51/8162
1211.625/216150
139.727/72126
146.945/7290
154.635/10860
162.781/3636
171.391/7218
180.461/2166

All four d6 · DieRoll · mean 14.000

outcome%fracX/1296
40.081/12951
50.311/3244
60.775/64810
71.545/32420
82.7034/125935
94.327/16256
106.175/8180
118.0213/162104
129.65106/1099125
1310.835/324140
1411.373/648146
1510.835/324140
169.65106/1099125
178.0213/162104
186.175/8180
194.327/16256
202.7034/125935
211.545/32420
220.775/64810
230.311/3244
240.081/12951

Run, read, and check

The score ranges 3–18 and has mean 12.2445987654. That exceeds 3d6’s 10.5, but is below 4d6’s 14. Discarding a positive die cannot increase that same throw’s total. Keeping three and dropping one have identical complete distributions, not just equal means.

Change one thing

Keep the highest two instead. This equals dropping the lowest two; its mean is 9.34413580247 and range 2–12.

Try it yourself

Explain why six independent score reports are not a complete character-generation policy. Answer: choosing assignments, reroll rules, and the quality of the whole array need additional questions. This page models one score only.

Rules and model notes

D&D Basic Rules 2014, Step-by-Step Characters, Determine Ability Scores. One random score; no reroll policy, point buy, or six-score array ranking.

What you now know / where next

Keeping three equals dropping one is the reusable idea. Follow the generated previous/next links below, or return to the course index. For a complete self-contained application, see ability-scores-4d6dl1.

Content ID: L13 · Review status: pilot

Prerequisites: L12