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<h1>1d4 hours, chance of waking up turn by turn</h1>
<p>I was reading through Time Stop spell and it says you have 1d4+1 minutes to act and I was daydreaming that you didn&#8217;t know when it ended; that&#8217;s not the RAW because in it you kinda get a feel for when it&#8217;s supposed to end, but it got me thinking to a similar issue we&#8217;ve been talking about recently. When you&#8217;re unconscious for 1d4 hours, or when you&#8217;re lost for 1d6 hours, or for how long it takes for hirelings to come to the hamlet.</p>
<p>Those rules are fast and work well but I was curious just for curiosity&#8217;s sake how to figure out a cumulative probability so you could make a mechanic where you rolled every hour to see if you woke up.</p>
<p>I headed down a couple of wrong trails early on but what I ended up with was simple.</p>
<p>Let&#8217;s say you have to wait/sleep/walk for X hours/days/weeks, where X is some die size like 1d6. The good old example of sleeping for 1d4 hours after getting hurt is one of these.</p>
<p>First, you&#8217;ve got to sleep at least one hour. What are your chances of waking up right after it? It&#8217;s  ¼, or ¹⁄ₓ in the more general case. If you fail that wake up roll and sleep more, the next chance is ⅓, or ¹⁄₍ₓ₋₁₎. If you fail that, and sleep more, it&#8217;s ½ chance of waking up, or ¹⁄₍ₓ₋₂₎ in the general case. You keep going until you get to a ¹⁄₁ chance, in which case you obviously don&#8217;t roll.</p>
<p>To me it&#8217;s completely unintuitive that this should work, that this should give the same probs. But it does work. I simplified it backwards from a bigger equation with summed series etc, then double checked:</p>
<ul>
  <li>Chance of waking up in the first of 1d4 hours: ¼, or 25%.</li>
  <li>Chance of waking up in the second of 1d4 hours: ¾×⅓, or 25%.</li>
  <li>Chance of waking up in the third of 1d4 hours: ¾×⅔×½, or 25%.</li>
  <li>Chance of waking up in the fourth of 1d4 hours: ¾×⅔×½×1, or 25%.</li>
</ul>
<p>The same principle works for 1d6 hours, 1d12 days or whatever.
  It looks bloody obvious to me now that I&#8217;ve spelled it out like this and I&#8217;m probably gonna get a lot of &#8220;Well, duh&#8230;&#8221; but my first intuitions of how a mechanic like this would look were quite far from working out and it was third times the charm as I finally worked it out and then I reordered it and got it in this order and was like &#8220;Ok, yeah, then duh&#8230; now that I see <i>this</i>&#8230;&#8221; It was sort of a <a href="https://en.wikipedia.org/wiki/Monty_Hall_problem">Monte Hall problem</a> for me until everything clicked into place.</p>
<p><img src="https://idiomdrottning.org/cumulative-awakening.png" alt="https://idiomdrottning.org/cumulative-awakening.png" /></p>
<p>So in practice for sleeping 1d4 hours:</p>
<ol>
  <li>Sleep through the first hour, then:</li>
  <li>Roll 10+ on 1d12 to wake up, otherwise sleep through the second hour and:</li>
  <li>Roll 9+ on 1d12 to wake up, otherwise sleep through the third hour and:</li>
  <li>Roll 7+ on 1d12 to wake up, otherwise sleep through the fourth hour and then you wake up.</li>
</ol>
<p>For 1d4+1 minute, just go through an extra minute before you start.</p>
<p>For being lost for 1d6 hours:</p>
<ol>
  <li>Wander around for the first hour, then:</li>
  <li>Roll 11+ on 1d12 to get a new chance to roll Survival, otherwise wander around for another hour and:</li>
  <li>Roll 11+ on 1d12 but rerolling ones and twos until you get a non 1 or 2 result) to get a new chance to roll Survival, otherwise wander around for another hour and:</li>
  <li>Roll 10+ on 1d12 (no rerolls this time) to get a new chance to roll Survival, otherwise wander around for another hour and:</li>
  <li>Roll 9+ on 1d12 (no rerolls) to get a new chance to roll Survival, otherwise wander around for another hour and:</li>
  <li>Roll 7+ on 1d12 (etc) to get a new chance to roll Survival, otherwise wander around for another hour and then you&#8217;e get a new chance to roll Survival.</li>
</ol>
<p>(It&#8217;s pretty much 1d6, 1d5, 1d4, 1d3, 1d2 and then a sure thing.)</p>
<p>For a d20 equivalent, it&#8217;s 11+ (2 hours), 14+ (3 hours), 16+ (4 hours), 17+ (5 hours), 18+ (6–8 hours), 19+ (9–13 hours), 20+ (14 or more hours).</p>
<h2>How to deal with skipped hours?</h2>
<p><i>(This section was added 2019-05-22)</i></p>
<p>So I&#8217;ve been thinking about this and have come up with a new thing.</p>
<p>Skipped hours come up often; say you failed the 1/4 check after the first of four hours and then it&#8217;s two hours later [three hours total]; are you awake?
  I.e. you need to succeed on <b>either</b> 1/3 or 1/2. How to do that with one roll? It&#8217;s 2/3.</p>
<p>Use the denominator for the first check but instead of the numerator being one, put in the amount of checks. So let&#8217;s say it&#8217;s been three hours and the party needs to know if their Sleepy Beauty has awakened yet. You could do three checks 1/4, 1/3, 1/2, or you could do one 3/4 check which is mathematically the same thing.</p>

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