Pbartender
First Post
Bagpuss said:While in D20 it just removes one chance of being hit, in 2d10 it could remove any number of possibilities of being hit, and is impossible to predict since it depends on where it is on the bell curve.
Actually, the increase in probability for 2d10 is tricky, but not that tough if you plot it out.
For 1d20, the probability curve is a flat, horizontal line. The probability to hit any number from 1-20 is 5%, and never increases or decreases.
For 2d10, the probability curve is linear. It goes up at a 45 degree angle until it hits the maximum probability, and then goes back down at a 45 degree angle. The percentages to roll equal to or higher than for a particular DC using 2d10 go as follows...
21 - 0% (+0%)
20 - 1% (+1%)
19 - 3% (+2%)
18 - 6% (+3%)
17 - 10% (+4%)
16 - 15% (+5%)
15 - 21% (+6%)
14 - 28% (+7%)
13 - 36% (+8%)
12 - 45% (+9%)
11 - 55% (+10%)
10 - 64% (+9%)
9 - 72% (+8%)
8 - 79% (+7%)
7 - 85% (+6%)
6 - 90% (+5%)
5 - 94% (+4%)
4 - 97% (+3%)
3 - 99% (+2%)
2 - 100% (+1%)
1 - 100% (+0%)
You can see that you'll get the biggest benefit from a +1 bonus when performing a tack that has a DC in the middle range of your ability. You'll get much least benefit when performing tasks that are excessively easy or excessively difficult. That sort of model does make some sense, when you think about it.
Last edited: