# Culture Idea: Chance Based Currency (Part 2)

The next part of my explanation of the Chance Based Currency idea!

(See part 1 here: http://evansforever.com/culture-idea-chance-based-currency-part-1/)

The first problem I’d like to address is that it would be very hard to deal with large sums of money.

• Using high felix dice, like a 100 felix die, would make the seller risk gaining only 1 F in exchange for an item. On the other hand, the purchaser is also risking paying 100 F for the item. On average, the seller would make about 50 F per sell, but that’d only be after a while.
• As said in the first post, all the seller can do to decrease the risk of having a low F roll is to refuse to accept high felix dice. However, if the government is like ours (the US), then it’d be against the law to not accept currency the government has decided has value.
• In the US, if someone tries to pay you with legitimate US currency (and you’re in the US), unless you accept the currency the buyer has the right to take whatever it was that he was purchasing without paying you. The dice government might have similar laws, or they might only have laws for specific dice types, or maybe none at all
• Another problem would be having to make a 100 sided die. Perhaps the government would make dice that go up in intervals greater than 1. If so, then a 100 felix die could be ten sided, going up by ten, or 20 sided going up by five, or maybe even 5 sided, going up by 20. This would clearly affect the formula to calculate average F, which would become as follows: Divide the max felix of the die by two, then add (the lowest value it can roll*1/2).
• This would put the 10 sided 100 felix die’s average F at 55, the 20 sided 100 felix die’s average F at 52.5, and the 5 sided 100 felix die’s value at 60! Wow, and I thought this system was interesting already, but with accounting for minimum values as  well  as  maximum values makes this all the more fascinating
• And what if the die didn’t go up by the same interval each time? What if you had a 100 felix die, but it had only 6 sides, which were 1,2,3,4,5, and 100? It’s still 100 felix, because felix is the potential roll, but it would have nowhere near the purchasing power as the other examples given.
• If this were the case, the way you’d calculate the average F is by adding together all the sides and dividing that number by the number of sides on the dice. For example, 1+2+3+4+5+100 =115, 115/6=19.1666667, which is the average F of that die.
• This method could work with other dice, for example 1+2+3+4+5=15, 15/5=3, which we already know is the average F for a 5 sided 5 felix die (man, now I have to say how many sides it has also…), but it’s harder and more time-consuming than the normal calculation.
• Another thing I thought of about this idea is that it’d provide another way to gamble without any felix loss; roll an “x” sided die which has all of its faces equal to zero but one, which would be some high number. Perhaps the government would earn extra money by selling dice such as these to gambling houses.

That’s all for now

~ George

## 2 thoughts on “Culture Idea: Chance Based Currency (Part 2)”

1. Or, perhaps a die with some sides having the same value to skew the probability for those values and hence the overall Felix average of the die? For example, a die with a zero, a one hundred, and 8 sides with 50 would be a die that would heavily favor a value of 50 (80% probability) but still with the possibility of a 0 (10% probability) or a 100 (10% probability). The average Felix would be 50 (0+50+50+50+50+50+50+50+50+100) = 500/10 = 50)

1. Wow, that’s a whole avenue that I hadn’t thought of. I’m probably going to address that more in a future post

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