Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Rollable Tables Calculating Weights

Alright I am trying to figure out the best way to calculate weights to input into a rollable table, an example on the GURPS Roll20 Wiki entry there is a rollable table with the weights down at the bottom.however it doesn't equal 100%. I did find other sites the can do the calculation for me however they are in fractions of a % and I am unable to input decimals for the weight.
1386915008

Edited 1386915041
Gauss
Forum Champion
Multiply the values until you reach whole numbers. Example: if one of the weights is 12.5% then multiple everything by 10 and use 12.5% = 125 as your weighting. If you could be more specific I might be able to provide better advice.
Alright I guess my main question is if there is a requirement on the weights and what they equal up to. On the Roll20 Wiki for Rollable Tables it states that it must add up to 100, however withing the GURPs section it stats the maximum must equal 6 to the power of 3 for a total of 216. Using AnyDice and multiplying the probability percentage by 2.16 it pretty much equals what the GURPs table suggests.
1386983095
Gauss
Forum Champion
You should convert it to a percentage and then multiply that by a factor of 10 until you get a number without a decimal. Then use that number as the weighting. Example...if you have 1/216 that is 0.004629...... A close approximation is 0.00463. Multiply that by 100000 to get a whole number which gives you a weighting of 463. Note: in this example there are 215 other options that equal 216 out of 216. If you want, send me a join link and then post your chart in your game and I can help you work out the weighting.
Note that it doesn't have to be based on percentages. Using the whole "adds up to 100" thing is just an easy way to think of it if you have a table that says "this option is 2% of the time, this option is 15% of the time, etc." If you have a table that tells you the number of entries for an item (e.g. "d100, 10 sides are A, 5 sides are B, 5 sides are C") then you can just enter those numbers even if they don't add up to 100. The weight is just "the number of times this item appears in the table."
1386988680
Gauss
Forum Champion
Doh, sometimes I make something simple complicated. :) So to expand on what Riley was saying, if you have an object that can happen 6 out of 216 times then giving it a weighting of 6 is what you need to do (assuming you give everything a weighting that totals up to 216).