I think using the 3d6 for skill checks might be a good idea. I'm just not sure it's going to work out well for to-hit rolls.I wouldn't mind if D&D went to using the d6 for every single thing. The bell curve provides a vastly better means of managing expectations.
I wouldn't mind if D&D went to using the d6 for every single thing. The bell curve provides a vastly better means of managing expectations.
I think using the 3d6 for skill checks might be a good idea. I'm just not sure it's going to work out well for to-hit rolls.
I think using the 3d6 for skill checks might be a good idea. I'm just not sure it's going to work out well for to-hit rolls.
I resolved my love-hate affair with the bell curve in the late 80s.
I hate it. Given a choice between a linear curve and a bell curve, I'll take linear. Every. Single. Time.
Why? Because a linear curve is more heroic, that's why. It allows an equal chance for spectacular hits and bad misses far more often at the table than a bell curve does. It's more unpredicatble, allows for more unlikely -- and therefore more heroic results -- and is, therefore, more fun.
Wonder if anyone ever tried replacing the d20 with 2d10 for to-hit and skill check rolls in D&D.
Dude, people have been experimenting with system modifications since the 1970s. You can be pretty darned sure that most of the easily thought-up possibilities have been tried, several times by various folks. 2d10? Sure. 3d6 is painfully obvious. I've seen d% variants aplenty.
Honestly, the suggestion that this is somehow heresy is to me either a comment on the intolerance of gamers, a variant definition that means "something that's been tried by any number of people, but never caught on as a core mechanic", or a sign the author might not have as complete an experience with house rules as they might think.