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Probability Math Using Character Ability Scores in RPG Games
Probability Math Using Character Ability Scores in RPG Games
Probability Math Using Character Ability Scores in RPG Games
Probability Math Using Character Ability Scores in RPG Games
Probability Math Using Character Ability Scores in RPG Games
Probability Math Using Character Ability Scores in RPG Games
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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.

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Probability Math Using Character Ability Scores in RPG Games

GTP Education
125 Followers
$3.00

Highlights

Digital downloads
Grades icon
Grades
7th - 12th
Standards icon
Standards
Pages
7
Answer Key
Included
Teaching Duration
2 days

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.

Report this resource to TPT
Reported resources will be reviewed by our team. Report this resource to let us know if this resource violates TPT's content guidelines.

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Standards

to see state-specific standards (only available in the US).
Understand that the probability of a chance event is a number between 0 and 1 that expresses the likelihood of the event occurring. Larger numbers indicate greater likelihood. A probability near 0 indicates an unlikely event, a probability around 1/2 indicates an event that is neither unlikely nor likely, and a probability near 1 indicates a likely event.
Approximate the probability of a chance event by collecting data on the chance process that produces it and observing its long-run relative frequency, and predict the approximate relative frequency given the probability. For example, when rolling a number cube 600 times, predict that a 3 or 6 would be rolled roughly 200 times, but probably not exactly 200 times.
Use statistics appropriate to the shape of the data distribution to compare center (median, mean) and spread (interquartile range, standard deviation) of two or more different data sets.
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