What would be the easiest way to simulate a (non animated) dice throw, where the sides are not the usual numbers (one through to six) but made up of other combinations of numbers... say, 1,2,3,5,8,13, or 1,2,4,8,16,32.
When the possibilities are based on an obvious pattern, such as the second one that you described, you could pick a random number and perform an expression on it - for your example, 2^random(6) would give those possibilities.
I can't think of a totally obvious way to simulate non-patterned numbers, but off the top of my bald head...
You could select a random number and then have a list of conditions reading "IF (the randomly chosen number) = 1 THEN (Display the real number mapped to it). In your first example (and starting from 1), If 5 is chosen then display 8, If 6 then 13.
A faster way would be to use a list, and have a number on each row of the list - then select a row of the list randomly and display the number that that row contains.
I would do what wong said about mapping a number to one of the possibilities. It would be easy to make two counters, 1 for random number (5)+1 and the other for the real outcome.
This probably won't work for all sequences, but it'll work for a lot of them.
Let's say you want to have a dice with the numbers 3, 5, 7, 9, 11, etc...
That could also be written as XsubN = 2n+1
So what you'd do is have a random (1 thru S) where S is the sides on the dice, and then apply that number to the formula for determining the actual value of the roll.
You'd have to play with your number sequences in order to make sure they can be defined by some sort of a pattern.
Don't know if that helped you at all, but it's something you might try.