For the probability that at least one arrow picked is cursed: 1/2 + 1/2 × 5/9 = 14/18 = 7/9. (The probability that you picked it the first time, plus the probability that you missed it the first time but picked it the second time).
Sidenote: it doesn't matter whether you grab the arrows one at a time or with both hands at the same time. Unless your party is trying to figure out which arms to amputate.
You have a 1 in 2 chance of pulling a cursed arrow the first time.
If you pulled a cursed arrow the first time, the second arrow has a 4 in 9 chance to be cursed. Otherwise, it's 5 in 9.
Personally I'd have resolved this as a single d10 once, and rerolled a 10 on the second arrow. I haven't done the math to know if 3d6+1d4 <16 yields the same probability though.
From a play session perspective? If the GM is that good that they can mental math it, I would much rather be given one roll than a series of rolls. Ask anyone about their horror stories about grappling in 3e about how much that kills the game flow.
Also: The verbiage is ambiguous (less so if you have the context of how many attacks per round a player has and what feat they are using) but I think you can represent "I grabbed two at once" and "I grabbed one and then one" with a binomial coefficient. Been more than a minute but poking chatgpt to remember the notation (nCk) and it is likely representable as (5C2)/(10C2) which is approximately 22.2%.
As for the dice? I forget if the type of die meaningfully impacts this but 3d6+1d4=4-22. Whether a 16 maps to that 22.2% range is beyond my brain right now as this comment was mostly because I forgot the difference between nCk and nPk and felt like googling that.
The type of dice used can meaningfully impact this. The chance of a 2 or 12 rolling 2d6 is 1/36, the chance rolling 1d8+1d4 is 1/32. The chance of rolling 7 on 2d6, the most common result, is 1/6. The chance of rolling a 5, 6, 7, 8, or 9 on a 1d8+1d4, all equally likely, is 1/8 each.
Unlike you I can’t begin to remember the elegant way to find this. I also assume Randall would have it at least close to right.
I dm Call of Cthulhu, so simply roll a luck check.
The chance doesn't follow maths, it follows the whims of That Which We Do Not See.
And Randall has pushed his luck with them too far already.
I was gonna say, sounds like a great use-case for quantum statistics. Until the roll, each arrow is in a superposition where it can be said to be simultaneously cursed and normal. Luck check for each shot until all of either are fully gone.
Yeah, d10 (1-5 cursed, 6-10 normal), then repeat with 1 or 10 being a reroll. I’m curious what the intent of the character was, whether they’re looking for a simple answer or something contrived like the DM’s answer.
The second you let fly the arrow, you feel the burning in your fingers. The world around you fades as you look down in horror at the crimson thorns that dance on the surface of your hand. You hardly notice that the arrow met its mark - the goblin falls to the ground, pierced deep through its eye - as you, too, fall to your knees. You bellow in pain, the howling echoing through the cavern as the magical vine constricts, the thorns piercing into your flesh.
I have never played R&D D&D (or, I did once, but had a bad experience), so bear with me.
Is it ever allowed to simply do the thing, instead of rolling dice? For example in this case, to place 5+5 tokens upside down, and pick two of them? Or fold pieces of paper, etc?
Edit: I meant D&D of course. Don't know where the R came from.
The rules are a base framework for the DM to build upon.
Also the scenario in the comic isn’t actual DnD it’s really a math problem phrased in a DnD setting using standard DnD dice. In a real game the DM would probably do something like what you described.
I'd absolutely allow something like that at my table. Something like this isn't going to have explicit rules, so even in a serious RAW (Rules As Written) game, the GM is going to have to come up with something. It's just that we all have dice and may not have the right setup for tokens, etc.
Really, the simple way to do it is have arrows #1-5 be the cursed ones. The player then rolls a D10 to see which ones are pulled, rerolling on repeat "arrows".
The dm can make up whatever rules they want! That’s the great thing about it. I’ve never heard of anyone doing that, but in this case it sounds like a great idea to simplify the whole thing.
Edit: that’s also the terrible thing about it and if you have a bad DM they can make you miserable. That could be why you had a bad experience?
I was joining a group of people who I didn't know all that well. I was keen to try the D&D experience, and somewhat follow the implied path by the DM. The others were more into the "sandbox" experience. So we ended up doing little more than burn down a tavern after 4 hours of playing. Probably helps if the DM goes through and figures out people's expectations. We were just kids tho. This was 20 years ago.
2d10 would be used if each arrow had a 10% chance of being cursed. But that's not the case. There are 10 arrows, five are cursed, and 2 are selected. Therefore the first arrow would have a 5/10 chance of being cursed, while the second selection would have either a 4/9 or 5/9 chance of being cursed depending on whether or not the first arrow was cursed.
To solve this, requires using combinatorics.
There are 10 choose 2 (45) ways to choose two arrows, of which there are 5 choose 2 (10) ways to choose 2 arrows that are non-cursed. This works out to be 2/9 odds to pull two safe arrows. Which means you need to get funkier with the dice.
Therefore the first arrow would have a 5/10 chance of being cursed, while the second selection would have either a 4/9 or 5/9 chance of being cursed depending on whether or not the first arrow was cursed.
If they pulled one, checked if it was cursed, and then pulled another, you'd be right
But they pulled two out of ten at the same time.
So roll two d10s, and say odds are cursed and even would regular. And that's good enough.
I mean, maybe I'm missing something and I didn't spell it out exactly what I meant in the first comment, but that should be the exact same odds as the action.
This is where a LLM might come in handy. Just tell it the parameters and say roll random. I think D&D could really benefit from the LLM. Shouldn't be too hard to just let it be the DM. That way everyone can be in the party 😂
irrational numbers will always be out of reach for a finite set of dice. I think if you restrict the set to the rationals, you will still run into trouble because there's a finite number of dice and an infinite number of primes, so there will always be a big enough prime whose value you will be unable to get on the denominator. E.g. if you restrict to only a d2 and d3, you can't get a denominator of 5 for your probability. So add a d5. Now you can't get a denominator of 7, and so forth.
But all the primes would suffice especially as you've excluded 1 in the set. Otherwise, include a D1 and you're golden.
To be extra clear, if you have an infinite set of dice, one for each prime, then you can attain a given probability using a finite subset of those dice. If you allow for the use of infinite dice and infinite rolls, my intuition says you can get the whole interval but let's think about it.
It's true that every real can be expressed as a convergent sequence of rationals, and that between any two real numbers there is at least one rational number. You can use this to construct a sequence of rationals that approaches the real numbers we want in the interval, and because we have all the prime dice and I have (not rigorously) proved this is enough to get any rational, we can roll any probability in our sequence. So we can get as close as we like to the real number.
Why would someone be carrying arrows that cursed the shooter? Is it a cursed quiver that has some benefit, but also has a chance of giving arrows that curse you?