I would suggest: How to get randomly-biased dice number. 1. Associate six 8-bit registers with six dice numbers. 2. Init them with 128 values. 3. On each loop subtract 5 from that register which number was hit until it reached 0, of course. And add 1 to other registers until they reached 255. 4. Get 16-bit Sum of the registers. 5. Get random value from 0 to the Sum.("White noise"-Jinx is a Guru, "Black noise"-Roman is a Master ;-) :o) 6. Summarize register values until this sum reached previous "The Sum". Last register's number involved with this summarizing is the "randomly-biased dice number". 7. Go to "3." No multiplication. No 32-bit calcs. "Numbers which had been rolled less often" are of more probability to be hit. Mike --- Sorry, if someone has expressed the idea, I hadn't chance of reading the thread: summertime seaside matters. Brendan Moran wrote: > Has anyone considered making normalized dice? > > The problem with truely random dice is that it can make certain > games > boring. For instance: playing Risk, some of my friends and I have > discovered that we will occasionally get on streaks of really bad > rolling, where we should have little or no resistance to our force, > yet our 30 some armies get devastated by no more than 7 enemy > armies. > > So, one of my friends, who is a computer scientist came up with the > idea to make dice that biased, not completely altered, but biased > the > roll such that there was not equal probability of hitting any number > after the first roll. Instead there was a weighting towards numbers > which had been rolled less often. -- http://www.piclist.com hint: To leave the PICList mailto:piclist-unsubscribe-request@mitvma.mit.edu