Description
I created these two lessons for use in my high school game design class, but it would also work well in a math class studying probability.
The first lesson takes the students through the historical methods of generating tabletop RPG character ability scores in d20 systems before the modern point buy system became prevalent. Before I do this lesson I have my students go through the process of creating an RPG character for the Pathfinder 2nd edition tabletop game with the point buy system. Pathfinder very helpfully has a free online website with everything needed to create characters at https://aonprd.com. The students then randomly generate ability scores using the 4 different historical methods for dice use and compare the results. This lesson could be completely skipped if time does not permit. Or if the students are not taken through the process of actual character generation, just the first question could be deleted from the lesson.
The second lesson analyzes the probability of different numbers appearing using the different dice rolling methods from RPG character generation history. It makes use of a free website that will generate the probability graphs for each method. It has the students analyze which methods work best for a couple desired outcomes. Students make use of percentages, medians, and deviation. Finally, it ties the method analysis into a real life example of when this information might be used in modern video game programming.
Highlights
Description
I created these two lessons for use in my high school game design class, but it would also work well in a math class studying probability.
The first lesson takes the students through the historical methods of generating tabletop RPG character ability scores in d20 systems before the modern point buy system became prevalent. Before I do this lesson I have my students go through the process of creating an RPG character for the Pathfinder 2nd edition tabletop game with the point buy system. Pathfinder very helpfully has a free online website with everything needed to create characters at https://aonprd.com. The students then randomly generate ability scores using the 4 different historical methods for dice use and compare the results. This lesson could be completely skipped if time does not permit. Or if the students are not taken through the process of actual character generation, just the first question could be deleted from the lesson.
The second lesson analyzes the probability of different numbers appearing using the different dice rolling methods from RPG character generation history. It makes use of a free website that will generate the probability graphs for each method. It has the students analyze which methods work best for a couple desired outcomes. Students make use of percentages, medians, and deviation. Finally, it ties the method analysis into a real life example of when this information might be used in modern video game programming.



