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2d10 for Skill Checks
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<blockquote data-quote="Swarmkeeper" data-source="post: 7582404" data-attributes="member: 6921763"><p>Simple solution: have the players switch dice. That way the PC with the +6 could roll 16s to 20s while the +0 would roll 3s, 5s, 6s. Amirite?</p><p></p><p></p><p>On a more serious note, I have noodled over this before but concluded that the d20 just works. In the multiple dice method, any combo of dice is going to have results that strongly favor the middle of the range thereby lowering the chances of spectacular successes and failures. High and low rolls alike can create memorable moments at the table and reducing the chances of those would be a net loss, IMO (especially the failures <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />). As [MENTION=6987520]dnd4vr[/MENTION] demonstrates, rolling a 20 (or a 1) is 5x less likely to happen with 2d10 than it is with a d20.</p><p></p><p>In game, when there is a meaningful consequence for failing a check and so a roll is called for by the DM, the +0 PC could simply offer to Help (or Work Together with) the +6 PC. If that is appropriate in the given situation, the "problem" of the lesser skilled PC rolling higher goes away - instead they have teamed up to gain advantage and gain a better chance to succeed.</p><p></p><p>One might also argue that 2d10 for skill checks also somewhat diminishes the impact of the Rogue's Reliable Talent since it's less likely to roll less than a 10... or that it diminishes the value of Bardic Inspiration as the truly skilled PC won't need it as often... but maybe neither of those is really that significant...</p><p></p><p>That said, if 2d10 works for your table in a fun way, that's cool - and I'm glad you shared it!</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 7582404, member: 6921763"] Simple solution: have the players switch dice. That way the PC with the +6 could roll 16s to 20s while the +0 would roll 3s, 5s, 6s. Amirite? On a more serious note, I have noodled over this before but concluded that the d20 just works. In the multiple dice method, any combo of dice is going to have results that strongly favor the middle of the range thereby lowering the chances of spectacular successes and failures. High and low rolls alike can create memorable moments at the table and reducing the chances of those would be a net loss, IMO (especially the failures :devil:). As [MENTION=6987520]dnd4vr[/MENTION] demonstrates, rolling a 20 (or a 1) is 5x less likely to happen with 2d10 than it is with a d20. In game, when there is a meaningful consequence for failing a check and so a roll is called for by the DM, the +0 PC could simply offer to Help (or Work Together with) the +6 PC. If that is appropriate in the given situation, the "problem" of the lesser skilled PC rolling higher goes away - instead they have teamed up to gain advantage and gain a better chance to succeed. One might also argue that 2d10 for skill checks also somewhat diminishes the impact of the Rogue's Reliable Talent since it's less likely to roll less than a 10... or that it diminishes the value of Bardic Inspiration as the truly skilled PC won't need it as often... but maybe neither of those is really that significant... That said, if 2d10 works for your table in a fun way, that's cool - and I'm glad you shared it! [/QUOTE]
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