Moderator: Community Team
Frogmanx82 wrote:Concise description:Specifics/Details:
- Instead of using the highest attacking against the highest defending, I propose using the highest attacking against the lowest defending, then take the next highest attack roll against the highest defending.
- If attacker rolls 6-4-1 and defender rolls 5-2, the current way would be a 2-0 attacker, this way it would split. You could still get a 2-0 or 0-2 result, but they would be much less frequent. I'd suggest this vs my other suggestion of no dice and using a straight one for one removal.
- This would result in a lot more split decisions and a lot less 10-0 or 0-10 turns. I do not think this would harm the defender as they would be more likely to win at least one. Against a single defender things wouldn't change. As an option we could call this fair dice.
You feel like you're repeating yourself? Lol, try talking to a dice complainer for even 2 or 3 posts.Funkyterrance wrote:Mets,
Considering the information that Natty provided, the current system has a potential flaw. A string of numbers is taken from random.org intermittently, therefore it is not a true interpretation of the numbers generated there. I feel like I am repeating myself but no one is debating the validity of random.org.

I agree with natty here. any flaw would be that these could be determined predetermined numbers. However, the predetermined numbers are not used more then once. Therefore the numbers do not risk reoccurrence…considering the numbers are still independently formed from each other, there is no problem with this.natty_dread wrote:You feel like you're repeating yourself? Lol, try talking to a dice complainer for even 2 or 3 posts.Funkyterrance wrote:Mets,
Considering the information that Natty provided, the current system has a potential flaw. A string of numbers is taken from random.org intermittently, therefore it is not a true interpretation of the numbers generated there. I feel like I am repeating myself but no one is debating the validity of random.org.
Anyway, your perception of a "flaw" is a flawed one. Two main requirements for random numbers are a) that they are impossible to predict and b) that previous results do not affect the results after them. The system currently employed by CC satisfies both of these requirements. It doesn't matter if CC's dice are a "true interpretation of the numbers" whatever that means... all that matters is that the resulting numbers are random, which they are.
Then that removes a huge element of the game that this game revolves around. You have to take a "risk" at taking something (This game isn't all strategy). I've constantly been against a no dice option.Frogmanx82 wrote:Yeah, I didn't think about attacking 1 vs 2 since you would normally never do that. Really the best option is the no dice option and just remove one for one.
normally never?Frogmanx82 wrote:Yeah, I didn't think about attacking 1 vs 2 since you would normally never do that. Really the best option is the no dice option and just remove one for one.

My granny doesn't trust the weird electrical signals running through tubes. She only trusts handwritten notes with signatures to be an accurate representation of what she wanted. She'd be much happier if this site would allow people to physically mail their turns to the other players. That way she wouldn't be so worried about the computers changing what she wanted.Funkyterrance wrote: You are going to have to remember the basis of this thread is in regards to real dice since this is one main complaint that players have against the current system (they trust dice but not random.org). While real dice are arguably not 100% random, the difference is so nominal that most people accept them to be random. The same goes for the flip of a coin.

How will it make the dice "More fair"? The attacking dice already have advantage in 3v2 situations, why increase it?gingerswimmer wrote:Concise description:
When a defending territory gets reduced to 2 men, the dice is reduced to 1
Specifics/Details:
you can sort of imagine the defenders base being ocuppied by 1 troop, the rest run out and attack the attackers, so when the defending troops are reduced to 2, there is only 1 attacking outside the "base"
How this will benefit the site and/or other comments:
May make the dice 'fairer' or at the least make the game more aggressive
ps: im insane already so no need to point that out
If you did actual statistics on the dice, you would realize that on a 3v2 attack (By that, I mean 3 dice vs 2 dice), the Attacker has the advantage.gingerswimmer wrote:not really, defending dice win draws do they not? it would encourage more aggresive fighting
and i hate to say it, but original risk follows this way, and no one ever complained about unfair dice then
and im only saying reduce to 1 when troops gets reduce to 2
And I never ever played Risk this way before. I've only played it the way that it is done on this site.Odds in a 3v2 attack wrote:Attacker: three dice; Defender: two dice:
Attacker wins both: 37.17 %
Defender wins both: 29.26 %
Both win one: 33.58 %
fair enoughgingerswimmer wrote:hey, i know when im beaten, ive always played risk where 2 defending troops only get 1 dice to defend with, my games have always been hyper aggresive, just wondered wether it might improve the....err..............complaints
What kind of rules were those, they are NOT the official risk rulesgingerswimmer wrote:hey, i know when im beaten, ive always played risk where 2 defending troops only get 1 dice to defend with, my games have always been hyper aggresive, just wondered wether it might improve the....err..............complaints
http://boardgames.about.com/gi/o.htm?zi ... sk1959.PDFgingerswimmer wrote:*gets out really old box of risk* says it right here