AAFitz wrote:What are average dice?
And how does one go about calculating them?
It probably is possible... make the rolls, and then eliminate any rolls that are statistically 10% or lower likelyhood to happen, and move on until something in the 90% range happens. Its still random, its just not fully random, and only 10% of rolls never make it to the board.
Unfortunately, for any single roll, there is no outcome that is statistically unlikely. In a 3v2 situation, there are 3 outcomes: Attacker loses 2, Defender loses 2, or each lose 1. All three cases have a probability of close to 1/3. In a 3v1 roll, there are 2 outcomes: Defender loses 1 (odds: 66%) or Attacker loses 1 (odds: 34%). The odds that an attacker loses a 10v1 is 0.01%. However, the odds that an attacker wins 10v1 in the first two rolls on 10 different occasions is also only 30%. The odds of losing a single army when you attack 10v1 is 22%. Losing zero armies has a 66% chance. How many armies should the attacker lose in a diceless version? If you say zero, and this happens 10 times in a game, you've selected an outcome that should only happen 1.5% of the time. If you say 1, and this situation occurs 10 times in the game, you've assigned an outcome that should only have 0.000032% of the time.
You can't just eliminate single rolls. You could perhaps eliminate some results from an auto-attack. And perhaps that's what the OP meant by "average dice." It's easy enough to calculate the expectation value for the results of any given battle. Basically this suggestion is asking for a diceless option on a round-by-round basis. However, he is wrong is suggesting that
the dice are not random
In order for the dice to be truly random, they are unpredictable by definition. It is also a misconception to believe that random numbers are reasonably uniformly distributed. They aren't. There is an old experiment that I read about when I was teaching mathematics where the teacher assigned half the class to flip a coin 100 times and write out the results and the other half of the class to make up a set of random coin flip results and write them out. The teacher had a pretty easy time picking out which were the real coin flips and which were the imagined ones, because the made-up versions had very little streakiness. If you flip a real coin 100 times, it's to be expected for it to come up heads 10 (or more) times in a row every so often.
To be honest, I'm not sure I'd be particularly interested in a diceless version of the game. Part of the allure is taking chances and knowing that some battles will turn out poorly, but that sometimes you'll get lucky and will overcome the odds. If you take out the dice, you need another way to inject more variability into the game. Games like chess have a larger variety of pieces with different capabilities (imagine chess with only kings!). Other games, like diplomacy, rely on secret negotiations, lies, and alliances to yield a more random game.
Lets be honest about a diceless option. If you know the odds are against you, you would never choose to have the battle automatically give expected results since you hope for a bit of luck to give you a victory. Conversely, if the odds are in your favor, you'd be far more likely to pick the diceless option to prevent some random rolls from going against you. Ultimately this shifts the balance of power strongly in favor of the one that decides how the battle outcome is determined (presumably the attacker).
As an example, suppose that you have a set of battles. 50% of them have an average probability of only 25% chance of success. The other 50% have a 75% chance of success. Using random dice, you should expect to win about half of your battles. If you choose the diceless option for the 75% chance battles and the random option for the others, you increase your win rate to 63% of the battles. Basically you're shifting the odds strongly in favor of the attacker, which will make for an unbalanced game (I suspect it will strongly favor the person that goes first). Notice from the 10v1 example above that assigning a specific result may be reasonable for a single battle, but it produces an extremely unlikely result (that is very favorable to the attacker) over time.
The point of all this is that you can't really assign a "likely result" on single battles without producing very unlikely results for a large set of battles. If instead you want to get a large set of battles to fit to some sort of distribution, guess what? All you need is a random number generator, which is already in place! If you doubt the overall distribution of the numbers, install the dice analyzer script and you'll see that it's just fine.