The experience of randomness is worse than the average of its outcomes

I've got a theory on how to account for variance in things, such as
how to consider "D6" shots beyond just the average of 3.5
It says my cannon is Heavy D6. How much fire power is that really going to put out? When I need it turn one? What will it feel like?

Generally, a constant of 3 is preferred to the randomness of D6, but no one ever suggests 2 Damage is better than D6 Damage. So the market of available players say that 3 is better than D6, and 2 is worse. So D6 should be thought of as 2.5, in between.

This line of reasoning is using a market place where rules are exchanged and some equivalences are found. This can be extended to places where one can only conject on the market's preference. How to consider a rerollable D6, ie the damage output of a Melta?

A reasonable player would readily accept a 4 in place of rerollable D6, I conject. And I think they would turn down a 3. It follows that a result of 3.5 well represents the value of a rerollable D6.

The experience of randomness is worse than the average of its outcomes.

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