How breeding rolling Works



Blade Kuroda
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I'm not sure how many a painter can max/min but here goes nothing. XD

The first set of rolls should be clutch size. To do this you simply do the random number option. For example if a painter can have 1-3 eggs per clutch, you set the random numbers to pick a number between 1-3. The result will be the clutch size.

Once you have that down, you can roll genders. For this, you roll one dice for each baby (this can happen in one post to save space). It doesn't matter how many sides the dice have since you'll only need to look at odds/evens. Basically odds = boys, evens = girls, or vice versa.

Example: Clutch size = 2
Roll 2, 20 sided dice.
Rollings: First dice is 5, second is 14
Result: First egg is a boy, second egg is a girl

For chances of twins or any other sort of rarity, roll 1d100. If the chances of getting twins is 5%, then you would need to roll a 5 or lower for it to happen. Use the same sort of principle for other other oddities that could happen.


Miroke
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First you have lets say a chance of 1 through 6 chance of how many eggs.
Roll 1 six sided die for it

The to tell if it is male or female. Lets say odds are male and even are female
You roll a 2 sided dice of how many eggs.

The you can do for twins is like you need a number is the 90s for it
So you roll a 100 sided dice for it.


GriffinFire
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The size of the clutch should be determined by randomizing a number within the possible amount of eggs. For example, if a clutch can be anywhere between two and four eggs, one would randomize for numbers from two to four. A dice could also work, but only if the lowest amount of eggs was one and there was a dice with the correct number of sides.

Genders should be rolled with the same number of die as the number you rolled for the size of the clutch. Any die with an even number of sides would work. Evens could indicate males, and odds females, or vice versa.

For any chance occurrence, such as twins, a hundred-sided die would be used. These chances are generally indicated by percents, so, for example, for something with a twenty-percent chance, a roll of twenty or lower would mean that said thing will happen, and twenty-one or higher would mean that it will not.


Teh_Sil
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Generate three random numbers, with the highest being the largest amount of offspring possible, and the smallest possible number being the lowest.

For example: Rolling numbers 1-5... FOUR! So you have four babies.

Then generate random numbers again- if there are five babies, generate five random numbers, three babies= three random numbers, etc. Numbers can be anywhere from 1-20. If numbers are even, the baby is a male. If the number is odd, the baby is a female.

For example: Earlier, we rolled a four. So we generate four random numbers, from 1-20, and we got..

17, 12, 2, 19

This means that the first baby is a female, the second and third are males, and the last is a female.

Lastly, generate numbers once more- one number from 1-100. If the number is above 85 (85%), then there will be a set of twins (if you have enough babies to have twins).


Roserain
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Ok, I read that a sandpainter normally has two eggs. Besides things like familiars or an extra egg from rp, I'm assuming that the base number is consistantly two.

If not, or not for all species, simply roll or rando the total available egg clutch. Or, if two are guaranteed, rando like 'between 2 and 6 eggs' because then you dont have a chance to throw a one.

For choosing genders of the eggs, it's pretty easy.

Using the example of two eggs, you rando between 1 and 3.

If your result is 1, then it's one boy, one girl.
If it's 2, your eggs are both girls.
If it's 3, they are both boys.

Hypothetically speaking, let's try it with a higher clutch number to get an idea of how that would go. Not to mention uneven.

Say you have a clutch of 5 eggs. you rando 6

Roll 1 - all girls
Roll 2 - 4 girls, 1 boy
Roll 3 - 3 girls, 2 boys
Roll 4 - 3 boys, 2 girls
Roll 5 - 4 boys, 1 girl
Roll 6- all boys

As long as you keep every outcome covered, you're good.


Now comes Twins. For this, it depends on how rare you want to keep them.
My suggestion would be to randomize from 1 to 100, and if the couple land on a twin number (11, 22, 33, 44, 55, 66, 77, 88, 99) then they will have a twin.

You can do this once per clutch, once per egg, or however you see fit. You could also make it more rare and declare that only specific twin numbers, say 33 and 77, will produce twins.

I'd also suggest that if one of the two breeding comes from a twin set, to up the odds, since that seems to work in nature. If both come from a twin set, well up it again. It really depends on how rare you want to keep it. If it is really rare, just have one or two magic twin set numbers, and for every parent that's a twin in the breeding, you can throw in another magic twin number.

Anyway, that's my suggestion.

As for edits, if you take that into consideration or wanted something for breeding like that too, I'd just rando 1 to 3.

if 1 - no edits
if 2 - very slight edits
if 3 - some edits

Unless both parents are heavily edited, and you want to add more past just 'some edits'. Otherwise, in the idea that an edit is breeding with a non edit, it would be logical to assume that only about half of the total edits could be transferred to the offspring, since they are offering half of all the other 'genetics' so, some edits would be half or less.

And that's all I got, I think I covered it all x3
Good luck on your search! <3


sbuggy166
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ok so hear goes nothing

1. randomize 1-(how ever many eggs are allowed) = this gives you the number of babies

2. then roll dice. the nimber of dice you roll depends on how many eggs they are receving. odd numbers are for boys (cause boys are odd XP) and evens are for girls.

3. to see if there are any twins randomize from 1-(how ever many eggs they get) and if it lands on a 2 then they get a set of twins.

4. to see wich egg is a twin randomize from 1-(how ever many eggs they get) and the number it lands on is the twin egg. so if it lands on a 3 then the third egg is a twin.


Aethubryn
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Since a ton of people have already entered using the normal method, I thought I'd suggest something a little more fun for the customer. At least, I think it would be. ^^

1. The very first thing you'd do - right after two people have won the breeding slot - is to ask each of the winning owners to pick a number between 1 and 100.

2. The next step is to figure out how many babies will be in the clutch.

First, you need to come up with a range that you're comfortable with. It's all based on your needs - are you willing to color a lot of babies? Do you want every Sandpaint breeding to have at least 2 kids? Ask yourself these questions (and any other considerations you may have), and come up with the lowest and highest possible number of offspring you are willing to color.

Take these numbers and use them as the lowest and highest number for the random number generator. So, if your range is 2-5, then randomize a number between 2 and 5. The number that comes up is the number of offspring will be born for that breeding.

3. Now that you know how many children there will be, you need to figure out what the genders are.

Roll one 100-sided die for every child (this can all be done in one post to make it easier). So, if there will be 3 babies, you'd roll three 100-sided dice.

Even numbers mean the child is a female. Odd numbers mean the child is a male.

4. Now, look past evens and odds. What numbers did you roll? Do any of them match either of the numbers that were selected by the breeding Sandpainters' owners? If any of the numbers match with the previously chosen numbers, a twin will be included in the breeding.

But what if there was only supposed to be one baby? Then the twin will be identical. That way, you don't have to do any extra coloring for it. This would be a very rare occurrance, anyway. razz

--------------

The great thing about this system is how it can be tweaked. Let's say you don't want twins to be so rare. Well, just lower the range! Instead of rolling from 1 to 100, you could roll from 1 to 70, for instance. That way, the chances of hitting a chosen number would be greater, and it wouldn't affect choosing genders (since that only relies on even vs. odd).

You could also use this system for other things, such as for passing down edits. You can play with the system to fit whatever it is you want to roll for. ^^



ElvishSorceress
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1) To determine the number of eggs in a clutch it should depend on how rare the species is.

Quote:
For example:

Common:1-5 eggs
Aviadracus: 1-3 eggs
Merdrac: 1-3 eggs
Wyvern:1-3 eggs
P'an-Lung: 1-3 eggs
Cosplays/Edits: 1-2 eggs **This can be bribe only or maybe even an auction if you don't want to do edits all the time**


2) Next, to determine how many eggs users can receive can be based off of two ways.

First way - Randomizing number in clutch with the generator.

2nd way for Rpers - If they are active in an rp, they should be able to add +1 or +2 eggs to their clutch as a reward for rping in addition to the randomized clutch number. ((This is mainly to prevent people who rped their Sandpaints from only receiving 1 egg basically.))

3) For Gendering the eggs, you can roll a 4-sided dice with its multiple based off of the number of clutch the parents will receive.

I think it would be fun if it were a 1 in 4 chance of receiving a certain gender. ((To decide which gender it is for the 1 in 4 chance dice should be based off of which gender there is more of at the time)) If there are too many females, you might need to help lessen that pool by getting more males in existence.

Quote:
This is an example of how it will be:

Clutch of 3
Number for a female must be 1: ((You roll 2,4,1))

Egg 1 - Male
Egg 2 - Male
Egg 3 - Female


4) Now for the twins - I think if a Sandpaint has a history of twins, in their family or is a twin themselves, they should have a higher chance of giving birth to twins since it runs in their family.

For Sandpaints with no history of twins:

Roll one 100 sided dice: If it's less than 5 or more than 95, it is a twin.

For Sandpaints with with a history of twins:

Roll one 100 sided dice: If it's less than 10 or more than 90, it is a twin

To decide which egg is the twin, you can randomnize the clutch once again..

Quote:
This is an example of how it will be:

Clutch of 3 ((Number 2 is randomnized))

Egg 1 - Male
Egg 2 - Male ((Now a twin))
Egg 3 - Female


TormentedAngie
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  • Number of eggs - To determine the number of eggs, simply roll from 1 or 2, to max number of eggs that can/or will be willing to be done.

  • Genders - To determine gender, randomize however many eggs, out of 100 numbers. IE: 5 eggs? randomize 5 numbers between 1 and 100. Every set of 10 is a different gender. Single digits female, 10's male, 20's female, etc. So if you landed with 22, 58, 54, 12, 45, you'd have 2 females, 3 males.

  • Twins - Twins would be decided by rolling 2 dice per egg, so in this case, 5 eggs would equal 10 10-sided dice being thrown out. Two pairs of numbers would need to match in order to be a twin. IE: egg one received a pair of twos, and none of the other eggs were paired, no twins would exist. IF egg one had a pair of twos, and egg four had a pair of fives, then those two would be twins.

  • Type - I"m not sure if this has been covered or not, but type would need to be determined in case of mixed type pairings. Say, for example, a common bred with a wyvern. Type would need to be determined to see which type the offspring would take after. Rolling a single 100-sided die would be required for this. In the event of a common vs wyvern, any number between 0 and 30, 70 and 100, would result in a common. Between 31 and 69, the young one would be a wyvern. Totals could be adjusted according to the rarity of the painters involved.

  • Edits - Edits would be handled similarly to the Type rolls. The more edits on a painter, the rare-er the likelihood for such edits to be passed on would be, and thus a smaller spread of numbers would be accepted. Lesser edits would have more of a number spread, and no edits would have the most likelihood of being chosen.




Cricket2008
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I’ve seen different occasions where the rolling is done by either the mating couples owners or by the Mule/Shop owner. The occasion where the mating couples owners rolled seemed to be more fun for the participants. It allowed them to have more involvement in the outcome.

I may have included more options that are needed in deciding on egg clutches, genders, etc, but some ideas might be saved for special events.



# of Eggs in Clutch

Roll random number 2 to 3 for basic clutch
Roll random number 4 to 6 for clutch with Special Effect Familiar (Kokopelli Sand Spirit, Corn Baby)

Quote:
Example # 1: Either breeding pair owner rolls random number 2 to 3 and gets a 2, then there will be 2 eggs in the clutch.

Example # 2: If breeding pair owners choose to use one of their Special Effect Familiars, then the breeding pair owner rolls random number 4 to 6 and gets a 5, then there will be 5 eggs in the clutch.



Breed of Eggs (for interbreeding – see note below)

Roll random number 1 to 3 for each egg
1 = Stud breed
2 = Queen breed
3 = Owner choice

Quote:
Example # 1: Either breeding pair owner rolls random number 1 to 3 for egg#1 and gets a 2, then that egg will be the same as the Queen’s breed.

Example # 2: Either breeding pair owner rolls random number 1 to 3 for egg#1 and gets a 1, then that egg will be the same as the Stud’s breed.

Example # 3: Either breeding pair owner rolls random number 1 to 3 for egg#1 and gets a 3, then that egg will be the gender chosen by the owner.



Gender of Eggs

Roll random number 1 to 3 for each egg
Roll random number 1 to 4 if there is a chance for a twin egg (like a special event breeding).
1 = Male egg
2 = Female egg
3 = Owner choice
4 = Twin egg (for special occasions)

Quote:
Example # 1: Either breeding pair owner rolls random number 1 to 3 for egg#1 and gets a 2, then that egg will be a female.

Example # 2: Either breeding pair owner rolls random number 1 to 3 for egg#1 and gets a 3, then the egg gender will be chosen by the owner.

Example # 3: Either breeding pair owner rolls random number 1 to 4 for egg#1 and gets a 4, then that egg will twins.



Progeny color

1 = Stud color
2 = Artist’s choice
3 = Dragon owner chooses one color from either Stud or Queen
4 = Queen color

Quote:
Example # 1: Either breeding pair owner rolls random number 1 to 4 for egg#1 and gets a 1, then that egg will have a color chosen by the owner from the Stud’s colors. How the color will be used will be the Artist’s option.

Example # 2: Either breeding pair owner rolls random number 1 to 4 for egg#1 and gets a 2, then that egg will be colored at the Artist’s choice. This could be a color completely different from either Stud or Queen’s colors.

Example # 3: Either breeding pair owner rolls random number 1 to 4 for egg#1 and gets a 3, then that egg will have a color chosen by the owner from either the Stud or Queen’s colors. How the color will be used will be the Artist’s option.



Note on rolling for Breed of Egg.

Since Common Painters are the ancestral form of all other painter species, and Aviadracus are already able to interbreed with the Commons, I surmise that it would be possible for the Wyverns and Merdrac to also interbreed with commons and others. This breeding option might be saved for a special event and may include possible line edits (not reproduce-able) at the artist’s discretion.



kitsune_reflection
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For # of eggs:
Say the possible clutch size is 2-6. (I have no idea what it is in the shop, so I'm just making something up.) Right off the bat, you have two options: do you want there to be an equal chance of having six eggs as of having two, or do you want it to be more common for people to get two eggs?

If the former, and you want equal chances: Randomize a number from 2 to 6. This gives you the number of eggs.

If the latter, and you want large batches to be rare: determine how rare. Then make up number increments. Example:
1-5: 2 eggs
6-9: 3 eggs
10-12: 4 eggs
13-14: 5 eggs
15: 6 eggs
In this case, you would generate a random number from 1-15. (When picking the number increments, keep in mind that the smaller the increment, the less likely it is for people to get it.)

For picking genders:
First, figure out how many eggs there are. (See above.) Then use the dice rolling system as follows.

If there are five eggs: roll five six sided die. Evens are females, odds are males.
If there are two eggs: roll two six sided die.
Etc.

For picking species, in inter species pairings:
If you want equal odds of the babies following the mother or father, then just use the same dice system you use for genders, but either do a separate set of rolls, or switch up the way you determine species. (1-3 = mother's species, 4-6 = father's species)

If you want to preserve the rarity of some species, then use the random numbers system I described above, but with different intervals. (1-2 = rare species, 3-10 = common species)

Or something along those lines. I hope all of that rambling was helpful, or somebody else managed to put things clearly. sweatdrop

Oh! Also, for coloring, just mix and match the parent's markings and colors.