This is something I've thought a lot about. I've come up with several alternate dice methods that I have yet to fully try out:
Method 1:
Always roll 3d20.
Method 2:
Replace the d20 with 2d10.
Method 3:
Always roll 4d10.
Method 1:
Always roll 3d20.
- After rolling the dice, drop the highest die and the lowest die. Use the remaining d20 for the result.
- Under "Advantage", drop the two lowest dice and use the remaining d20 for the result.
- Under "Disadvantage", drop the two highest dice and use the remaining d20 for the result.
- Critical hits (and misses) are obtained as usual, but at least two dice must roll a 20 (or 1).
Method 2:
Replace the d20 with 2d10.
- After rolling, add the two dice together to get the result.
- Under "Advantage", add another d10. After rolling, drop the lowest die and add the two remaining dice together.
- Under "Disadvantage", add another d10. After rolling, drop the highest die and add the two remaining dice together.
- To keep odds of rolling a critical hit similar to standard d20, change the critical hit number from 20 to 18-19. Have a 20 be something extra special like free advantage with next attack as well as critical hit damage.
- Conversely a critical miss is achieved on a 3-4 with a roll of 2 being something especially heinous.
Method 3:
Always roll 4d10.
- After rolling, drop the highest die and the lowest die, add the remaining two dice together for the result.
- Under "Advantage" drop the two lowest dice and add together the two remaining dice for the result.
- Under "Disadvantage" drop the two highest and add together the two remaining two dice for the result.
- Critical should be achieved on a final result of 18-19 with a final result of 20 being extra special.
- Conversely a critical miss is achieved on a 3-4 with a roll of 2 being something especially heinous.