Roll two dice. Keep the lower one ā or the higher one. How does that simple choice reshape the entire distribution? This page builds the answer from scratch: one concept at a time, each demonstrated before it's named.
A single uniform random number on [0, 1) is the simplest possible distribution. Every value is equally likely. Click to sample ā watch how the histogram fills in flat.
The expected value is E[X] = 1/2. Nothing surprising. But what happens when you roll two numbers and pick one?
Click "Roll" to generate two uniform values. The interface picks the minimum for you. Before looking at the histogram ā just watch the pairs. Notice anything about where the chosen value tends to land?
Now let's see both distributions simultaneously, with the theoretical curves overlaid. The min distribution follows f(t) = n(1āt)^(nā1) and the max follows f(t) = nt^(nā1). Watch how they mirror each other.
The mean and median of these distributions differ because the shapes are skewed. For min(X,Y): the mean is 1/3 ā 0.333 but the median is 1 ā 1/ā2 ā 0.293. Which one should you care about?
For threshold checks (D&D attack rolls, skill checks), you're asking "do I beat the DC?" ā the full CDF matters, and the median tells you your 50/50 breakpoint. For accumulated outcomes (damage over many rounds), the mean governs your long-run total. Click through to see the CDF with both marked.
One last experiment. Vary n from 2 to 10 and watch how the distributions, means, and medians shift. With more dice, the extremes get more extreme ā min clusters near 0, max clusters near 1 ā but the rate at which they converge follows the elegant 1/(n+1) and n/(n+1) formulas.
Built to demonstrate: bottom-up scaffolding, clickable simulations as primary explanation, side-by-side comparison, skeptical interlocutor, metric reveal after intuition, and controlled parameter variation.