Obviously there might be many functions satisfying this, but I'm wondering what simpler ones might satisfy these desiderata, and seeking answers for both the discrete and continuous case. My motivation is actually a new idea for how to calculate damage done by weapons in RPGs. These are often, say, 1-6, where a single die roll tells you how much damage is caused to a target. But I'm intrigued by the idea of a weapon where the most likely damage is n, but has a increasingly-small but finite chance of causing more damage (m, where m is any number > n); of course there will also be some chance of causing damage between 0 and n.
Of course, a continuous function can be calculated by a computer, and then rounded down; this wouldn't be conducive for tabletop games, but perhaps can give us an idea of how to approximate such a function via dice. One rough approximation to this I thought of years ago is simply rolling regular dice: 1-5 gives that much damage, 6 = 5 + roll the die again and add that much (if you get 6 again, the function is recursive so you have 10 and roll again, etc.) This isn't smooth since the probability of getting 1-5 is equal, but it satisfies the other desiderata. I believe the average (mean) result this gives is 3.5 just like an ordinary die roll, but can rise to arbitrarily large results; you could arbitrary increase this for character strength, weapon size, etc. by either adding or multiplying some factor to this. Any thoughts for smoothing this out further?


Answering the question in the title: What about $f(x)=\dfrac x{n^2}e^{-x/n}$?